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    Institut frComputertechnik

    ICT

    Institute ofComputer Technology

    HCI Human Computer

    Interaction

    Jrgen Falb

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    HCI A Multi-disciplinary Subject

    The ideal designer needs expertise in:

    Psychology and cognitive science

    Ergonomics

    Sociology

    Computer science and engineering

    Business

    Graphic design

    Technical writing

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    HCI Theory

    No general and unified theory available

    But there are four major issues of concern:

    the human,

    the computer, the tasks to be performed, and

    usability.

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    HCI Basics

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    Computers

    screen, or monitor, on which there are windows

    keyboard

    mouse/trackpad

    variations desktop

    laptop

    PDA

    the devices dictate the styles of interaction that the systemsupports

    If we use different devices, then the interface will support adifferent style of interaction

    window 1

    window 2

    12-37pm

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    Interactions

    interaction models

    translations between user and system

    ergonomics

    physical characteristics of interaction

    interaction styles the nature of user/system dialog

    context

    social, organizational, motivational

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    Normans Interaction Model

    1. Formthegoal7.

    Evalu

    ate

    theou

    tcome

    5.Perceive

    thesystem

    state

    4. Execute the action

    3.Spe

    cifyth

    eactio

    n

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    Ergonomics

    Study of the physical characteristics ofinteraction

    Also known as human factors but this can alsobe used to mean much of HCI!

    Ergonomics good at defining standards andguidelines for constraining the way we designcertain aspects of systems

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    Ergonomics Examples

    arrangement of controls and displays

    e.g.controls grouped according to function or frequency of use, orsequentially

    surrounding environment

    e.g.seating arrangements adaptable to cope with all sizes of user

    health issuese.g.physical position, environmental conditions (temperature,humidity), lighting, noise,

    use of colour

    e.g.use of red for warning, green for okay,awareness of colour-blindness etc.

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    Interaction Styles

    command line interface

    Menus (e.g. OSD)

    natural language

    question/answer and query dialogue (e.g. SQL)

    form-fills and spreadsheets WIMP

    point and click threedimensional interfaces

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    Context

    Interaction affected by social and organizationalcontext

    other people

    desire to impress, competition, fear of failure

    motivation

    fear, allegiance, ambition, self-satisfaction

    inadequate systems cause frustration and lack of motivation

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    Interaction Design

    Scenario/Task Design

    Navigation Design

    Screen Design and Layout

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    HCI Methods

    State Charts,Petri Nets

    TaskProgramming

    Application

    Programming

    Eventmechanisms,

    Constraints

    Layoutmechanisms

    WidgetProgramming

    CTA TKS, TAKD

    XML/DTD,CORBA

    IDL

    HTA, UseCases,

    ConcurTaskTrees

    ER-Diagrams,

    Class Diagrams

    Programming byDemonstrations

    Formal

    Grammatics

    Dialognets,

    Storyboards

    User InterfaceDescriptionLanguages

    Mockups,Imagemaps

    Task-DialogMapping, OOA-

    Dialog Mapping

    Widgetmapping,Autolayout

    AutomaticGeneration

    GraphicalSpecification

    Programming TextualSpecification

    Presentation

    Dialogue-

    Control

    ApplicationSemantics

    Entities

    Tasks

    low-level high-level

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    HCI FrameworksMB-UIDEsFrameworks

    Toolkits

    CASE Tools

    ApplicationGenerating

    Tools

    User Interface Management Systems

    User InterfaceRenderers

    User InterfaceEditors

    InterfaceGeneration

    Tools

    Automatic

    Generation

    Graphical

    SpecificationProgramming

    Textual

    Specification

    Dialogue-Control

    ApplicationSemantics

    Entities

    Tasks

    Presentation

    low-level high-level

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    Architectural Patterns for

    User Interfaces

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    Seeheim

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    Arch / Slinky

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    Model-View-Controller

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    Presentation-Abstraction-Control

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    Hybrid Architectures

    Control

    Presen-tation

    DomainAdaptor

    App-lication

    Presen-tation

    PAC - Amodeus

    PAC

    PAC

    PAC

    M V

    C

    Layer 1

    M V

    C

    M V

    CLayer 2

    Layer 3

    HMVC

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    User Interface Models

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    Significant Models

    Task models

    Cognitive models

    User models

    Domain models

    Context models Presentation models

    Dialog models

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    CHI97 Metamodel

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    Examples

    Check Availability Select Room

    Book Room

    Make Reservation

    Reservationstart dateduration

    smokingRoom

    smoking

    type of room

    location

    Guest

    name

    address

    Hotel

    name

    location

    Availability Browser

    Hotel View

    Room List

    Hotel View

    Room List

    Reservation Editor

    Availability Browser

    Domainmodel

    Task

    modelMultiple

    presentation models

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    Glossary

    Scenarios:sequences of actions aimed ataccomplishing some task goal

    Goals:partially specified states that the userconsiders desirable

    Functions:effects achieved by some entity Tasks:pieces of work that a person or other

    agent has to (or wishes to) perform

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    Task Analysis

    Goals: Elicit descriptions of what people do

    Represent those descriptions Predict difficulties, performance

    Measure learnability, transfer of knowledge between

    systems Evaluate systems against usability and/or functional

    requirements

    Problem: Instantiate current tasks in new system, rather than

    redesigning flow of work to achieve desired higher-level function

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    Types of Task Analysis

    Hierarchical Task Analysis (e.g. HTA, CTT)

    Cognitive Task Analysis (e.g. MHP Model

    Human Processor)

    Modeling how-to knowledge (e.g. GOMS)

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    Hierarchical Task Analysis

    Graphical representation

    Decomposition of high level task into

    constituent subtasks, operations, plans,relationships

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    ConcurTaskTrees

    Focus on Activities

    Hierarchical Structure

    Graphical Syntax

    Rich set of temporal operators

    Task allocation Objects and task attributes

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    CTT ConcurTaskTrees

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    Cognitive Task Analysis

    Inform the design process through applicationof cognitive theories

    Some tasks, actions are cognitive define these Examples:

    decide which button to press

    recall previously stored knowledge from memory compare two objects

    Model the internal representation andprocessing that occurs for the purpose ofdesigning tasks that can be undertaken moreeffectively by humans

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    Modeling how-to Knowledge

    how to do it knowledge

    Focuses on task to action mapping

    GOMS (Goals, Operations, Methods, SelectionRules) is most famous approach

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    GOMS

    A method to describe user tasks and how a userperforms those tasks with a specific interface design

    Assumes error-free, goal-directed, and rational behavior

    Bridges task analysis with a specific interface design

    Views humans as information processors

    Small number of cognitive, perceptual, and motor operatorscharacterize user behavior

    To apply GOMS:

    Analyze task to identify user goals (hierarchical)

    Identify operators to achieve goals

    Sum operator times to predict performance

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    GOMS

    Goals: What a user wants to accomplish

    Operators: Cognitive or physical actions that

    change the state of the user or the system Methods: Groups of goals and operators

    Selection rules: Determine which method toapply

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    GOMS Example

    GOAL: CLOSE-WINDOW . [select GOAL: USE-MENU-METHOD . MOVE-MOUSE-TO-FILE-MENU . PULL-DOWN-FILE-MENU

    . CLICK-OVER-CLOSE-OPTION GOAL: USE-ALT-F4-METHOD . PRESS-ALT-F4-KEYS]

    For a particular user:

    Rule 1: Select USE-MENU-METHOD unless another rule applies Rule 2: If the application is GAME, select ALT-F4-METHOD

    k

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    Envisioning New Tasks

    Three task design concerns to keep in mind:

    Effectiveness: Designing tasks that meet real

    needs

    Comprehension: Designing concepts and

    services that your users can predict, understand

    Satisfaction: Designing tasks that are

    motivating and lead to feelings ofaccomplishment, satisfaction

    D i i f Eff ti

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    Designing for Effectiveness

    Innovation is good, but how much is too much?

    Build on what is already working well

    Engage stakeholders in cooperative design

    What parts of a task to support via technology?

    Leverage other aspects of the work context, bothpeople and things (distributed cognition)

    Balance tendency toward general solutions with

    the needs of specific tasks Predict and support exceptions, provide special cases

    for common or critical tasks

    D i i f C h i

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    Designing for Comprehension

    Cannot directly observe comprehension

    Must rely on users behaviors, reactions, comments

    Make inferences about their mental models

    Metaphors play a crucial role in this

    Designers explore metaphors to get new ideas

    Users evoke metaphors to understand new concepts

    Try to leverage users existing knowledge

    Anticipate and support analogical reasoning But look for ways to break current understandings

    D i i f S ti f ti

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    Designing for Satisfaction

    Automate tedious tasks, but try not to removesources of reward or accomplishment

    Carefully examine sources of reward, maintain orenhance opportunities for feelings of achievement

    Use the computer to make tasks more personal,

    more stimulating, more fun Balance the needs of individuals with those of

    the groups they work with

    The people who do the most work when using asystem may not be those who get the most benefit

    P t ti M d l

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    Presentation Models

    Presentation model: describes the visualaspects of the interface. It is divided into

    Abstract presentation model and concretepresentation model.

    Abstract presentation model provides an abstract

    view of an interface that is independent from theunderlying concrete model.

    Concrete Presentation model is the concrete instance

    of an interface which can be presented to a user;there may be many concrete instances of an abstractpresentation model.

    Example Abstract Presentation Model

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    Example Abstract Presentation Model

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    User Interface Design Processes

    Typical HCI Development Phases

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    Typical HCI Development Phases

    User Identification

    Task Analysis

    User Concept Modeling

    Interaction Design

    Visual Design Usability Evaluation

    Categories of HCI Design Processes

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    Categories of HCI Design Processes

    Participatory Design

    Nygaard 70s

    Scenario- and Task-Based Design Carroll, Paterno,

    Use-Case-Based / Usage-Based Design

    Constantine and Lockwood

    User-Centered Design

    Norman and Draper 1986

    Participatory Design

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    Participatory Design

    Users are 1st class members in the designprocess

    Active collaborators vs. passive participants Work together with engineers

    Users considered subject matter experts

    Know all about the work context

    Iterative process

    Artifacts: task flows, task objects, GUI objectsAll design stages subject to revision

    Examples: CARD, PICTIVE, METAPHOR

    Participatory Design

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    Participatory Design

    Pros: users are excellent at reacting to suggested system

    designs (designs must be concrete and visible)

    users bring in important folk knowledge of workcontext (knowledge may be otherwise inaccessible todesign team)

    greater acceptance for the system often results

    Cons: hard to get a good pool of end users (expensive,

    reluctance...)

    users are not expert designers (dont expect them tocome up with design ideas from scratch)

    the user is not always right (dont expect them to

    know what they want)

    Scenario/Task-Based Design

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    Scenario/Task Based Design

    Scenarios for user interactions

    Focus on situations most likely to impact usability

    Emphasize the mental experience of the users Scenarios used for:

    Object identification

    Systems functionality specification

    Concrete user interface design

    Examples: SBD (Carroll), IDIOM, CTT

    Idiom

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    Idiom

    Mark v. Harmelen,

    Object Modeling and User Interface Design

    Usage-Centered Design

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    Usage Centered Design

    Focus is on usage (work users are doing)

    Usage-centered design is a systematic, model-

    driven approach to improving product usability.A few simple but powerful models guide the

    user interface design toward a better fit with

    the real needs of users: user roles,

    tasks, and

    interface content Examples: UI in RUP, Wisdom, Essential Use

    Cases

    Primary Models in Usage-Centered Design

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    Primary Models in Usage Centered Design

    User Roles

    User-Role

    Map

    Use Cases

    Use-Case

    Map

    ContextModel

    Navigation

    Map

    Visual andInteraction

    Design

    Operational Model (environmental and contextual factors)

    Domain Model (glossary, data model, or object-class model)

    User-Centered Design

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    User Centered Design

    Main three factors:

    User studies to understand their needs

    Rapid paper prototyping to get user feedback fordesign iterations

    Usability testing

    Examples: ISO 13407

    User-Centered Design

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    User Centered Design

    I SO 13407: Human-cent reddesign processes for

    int eract ive syst ems (1999)

    Comparison

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    Comparison

    User-Centered Design

    Focus is on users: userexperience and

    satisifaction Driven by user input

    Substantial userinvolvement

    Design by iterativeprototyping

    Highly varied, informal

    processes Design by evolution

    Usage-Centered Design

    Focus is on usage:improved tools supporting

    task accomplishment Driven by models

    Selective user involvement

    Design by modeling

    Systematic, fully specified

    processes Design by engineering

    OVID

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    Methodology for object-oriented user interfacedesign

    Iterative Process:

    Images from IBM Ease of Use Website

    OVID Discovery Phase

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    y

    OVID Abstract Design Phase

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    g

    OVID Real Design Phase

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    g

    Resources

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    CARD (Collaborative Analysis of Requirements andDesign): Tudor, L.G., Muller, Michael J., and Dayton, T.A.,A CARD Game

    for Participatory task analysis and redesign: MacroscopicComplement to PICTIVE, INTERCHI'93 poster, 1993.

    PICTIVE (Plastic Interface for Collaborative TechnologyInitiatives through Video Exploration): M.J. Muller et.al.Equal opportunity PD using PICTIVE.

    Communications of the ACM, 1993.http://doi.acm.org/10.1145/153571.214818

    IDIOM: M. van Harmelen. Object Modeling And User Interface Design.

    Pearson Education Publishing, 2001. OVID (Object, view and interaction design):

    IBM Ease of Use: http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589

    Literature

    http://doi.acm.org/10.1145/153571.214818http://doi.acm.org/10.1145/153571.214818http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://doi.acm.org/10.1145/153571.214818http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589
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    Sprache: Englisch

    Gebundene Ausgabe- 834 Seiten - PrenticeHall

    Erscheinungsdatum:30. September 2003

    Auflage: 3rd

    I SBN: 0130461091

    Literature

    http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589
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    Sprache: Englisch

    Broschiert - 352Seiten - Addison Wesley

    Erscheinungsdatum:

    April 2001

    I SBN: 0201657899

    http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589http://www-306.ibm.com/ibm/easy/eou_ext.nsf/publish/589