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HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1
COURSE CS-364 (OPTIONAL)
HUMAN – COMPUTER INTERACTION
UNIVERSITY OF CRETEFACULTY OF SCIENCES AND ENGINEERING
COMPUTER SCIENCE DEPARTMENT
Our technology evolves rapidly
Our everyday lives involve programmed devices that do not sit on our desk, and these devices are often unusable (e.g. in the past VCRs, car music systems)
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The car that behaves like an operating system
It would die on the freeway for no reason, and you would just accept it, restart, and drive on
It would have a single "This Car Has Performed An Illegal Operation“ warning light
It would ask "Are you sure?" before deploying the airbag system
Every time a new car was introduced car buyers would have to learn how to drive all over again because none of the controls would operate in the same manner as the old car
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Two sides to HCI: Academic / Research discipline▪ Studying people interacting with (computer)
technology▪ computer (as in Human-Computer Interaction) means
not only computers but also anything that uses a computer (from your iPod to your TV to your GPS Navsystem in your car to your car keys)
Design discipline▪ Interaction Design▪ “designing interactive products to support the way
people communicate and interact in their everyday and working lives” (Preece et al, 2011)
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Ergonomics
Psychology /
Cognitive Science
Design
Informatics
Engineering
Computer Science /
Software Engineering
Social Sciences
(e.g. Sociology,
Anthropology)
Ubiquitous
Computing
Academic disciplines
HCI &
Interaction Design
Graphic Design
Product Design
Artist-Design
Industrial Design
Film Industry
Information
Systems
Computer-Supported
Cooperative Work (CSCW)
Design Practices
Interdisciplinary Overlapping Fields
Human
Factors (HF)
Cognitive
EngineeringCognitive
Ergonomics
The ideal designer of an interactive system would have expertise in a range of topics:
Psychology and cognitive science to be aware of the user’s perceptual, cognitive and problem-solving skills
Ergonomics for the user’s physical capabilities
Sociology to understand the wider context of the interaction
Computer science and engineering to be able to build the necessary technology
Business to be able to market it
Graphic design to produce an effective interface presentation
Technical writing to produce the manuals
etc.
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Useful Functional, supporting users’ task goals
▪ E.g., a phone can make phone calls, handle text messages and take pictures
Usable (the heart of HCI) Easy to use, does the right things at the right time, enjoyable
Part of what user experience is
Used It must be used by people
Attractive, available, acceptable▪ If not, all the designer’s wonderful work goes to waste (except for the
lessons learned in the process)
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Computers and related devices have to be designed with an understanding that people with specific tasks in mind will want to use them in a way that is seamless with respect to their everyday work
The design is not something that can be plugged in at the last minute
It should be developed integrally with the rest of the system
We therefore need to consider how HCI fits into the system design process
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Definition :
“Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them”
ACM SIGCHI, 1992
Aim:
“The aim of Human-Computer Interaction (HCI) is to develop or improve the safety, utility, effectiveness, efficiency and usability of systems that include computers”
Interacting with Computers, 1989, p.3
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At present, there is no general and unified theory of HCI. However, there is an underlying principle:
People use computers to accomplish tasks
This outlines the three major issues of concern in HCI: the people, the computers and the tasks that are performed
The system must support the user’s task, which results in a fourth focus, usability
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The term Human – Computer Interaction has only been in widespread use since the early 1980s, but it has its roots in more established disciplines Systematic study of human performance began at the
beginning of the last century in factories, with an emphasis on manual tasks
The Second World War provided impetus for studying the interaction between humans and machines, as each side strove to produce more effective weapons systems (e.g., the ergonomics / human factors of fighter plane cockpits)
The history of HCI is presented here in relation to the history of computers and software
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The human factors issues were how to format the printouts of their programs so they were easy to read and debug, especially given the constraint of line printers that could only present alphanumeric characters in a single font with 80-character lines and limited formatting capabilities
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Vannevar BushAs We May ThinkThe Atlantic Monthly
1945
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Sketchpad (1963)
First GUI interface
Used the novel light pen for input
First computer graphics (ancestor of CAD)
First use of “objects” and “instances”, the concepts of modern OOP
Influenced by the Memex
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http://www.youtube.com/watch?v=USyoT_Ha_bAVideo available at:
Demonstration of The NLS (oN-Line System) by Douglas Engelbart at Fall Joint Computer Conference in San Fransisco
The demo featured the first computer mouse the public had ever seen, as well as introducing interactive text, video conferencing, teleconferencing, email and hypertext.
http://www.youtube.com/watch?v=JfIgzSoTMOs
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Proposes a Psychological Research Unit:
“…a psychological laboratory within a computer science oriented industrial research laboratory […] Xerox Research Laboratory”. “…almost no effort goes into understanding the nature of the human user”
Late 1960s marked the end of the era of small independent machines and introduced the era of time-shared computer resources
With light loads of work, the software/hardware infrastructure worked well for several individuals’ programs and memory allocations
Under heavy use, the machine began spending more time swapping users’ work in and out than it did getting the actual users’ processing accomplished
This lead to a flurry of HCI activity characterizing the taxonomy of system-induced time delays and research on how time delays affected user behaviour
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Geographically dispersed organizations leased telephone lines to perform online transaction processing
Substantial delays before replies to a query
This constraint launched the concept of “screen of information”
User-oriented design principles that could be applied to the design of the “screens” were introduced
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Xerox Alto (1973), the first system to pull together all of the elements of the modern Graphical User Interface
Xerox Star (1981), the first system to use a fully integrated desktop metaphor and application suite
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Apple Lisa (1983), the first menu bar and window controls
Full video available at: http://www.youtube.com/watch?v=W35vpsPIwlU
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The mouse, interactive device of choice, supplements the keyboard
Windows (overlapping, resizable)
Icons (clickable, drag and drop)
Menus
Clean separation of user interface code and application code
Intuitive. The computer is now accessible to the non-programmer
Increased complexity potential user confusion
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This would be characterized as the era of the Internet
In 1980, Tim Berners-Lee, a researcher at CERN, first described the idea for a hypertext/hypermedia information management system to facilitate sharing and updating information among researchers. By 1989, CERN was the largest Internet node in Europe
The truly huge explosion occurred in 1993 with the release of the first graphical browser for the World Wide Web: The NCSA Mosaic
The WWW was now usable and exciting!
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This would be characterized as the era of the mobile devices Mobile phones to iPhones
Laptops
Smartphones
Tablets
Social Media and Apps
-10s Ambient Intelligence
Augmented Reality
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User Interfaces
Design guidelines and standards
The design and development of interactive systems
Documentation, user training, user support
Usability measurement and testing
Work organisation and social issues
Requirements of special populations (e.g., disabled people)
Cultural and international issues
Safety and health aspects of computing
Programming and software engineering
Computer assisted group work
Ubiquitous computing
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