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Touch Research


A project for Communication Design M1
HTWG Constance
Summer Term 2008


Part 2: HCI Details
Phase 2: Human Computer Interaction (HCI)
Overview


Curricula for Human-Computer Interaction: http://sigchi.org/cdg/
cdg2.html


by the ACM SIGCHI, 1992


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
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.
U Use and Context of Computers


U1 Human Social Organization and Work


U2 Application Areas


U3 Human-Machine Fit and Adaptation
H Human Characteristics


H1 Human Information Processing


H2 Language, Communication, Interaction


H3 Ergonomics
C Computer System and Interface Architecture


C1 Input and Output Devices


C2 Dialogue Techniques


C3 Dialogue Genre


C4 Computer Graphics


C5 Dialogue Architecture
D Development Process


D1 Design Approaches


D2 Implementation Techniques


D3 Evaluation Techniques


D4 Example Systems and Case Studies
Curricula for Human-Computer Interaction: http://sigchi.org/cdg/
cdg2.html


by the ACM SIGCHI, 1992


Compare:


Josep Blat http://www.iua.upf.es/~jblat/material/hci/
U Use and Context of Computers
U Use and Context of Computers


U1 Human Social Organization and Work


U2 Application Areas


U3 Human-Machine Fit and Adaptation
The uses to which computers are put are spoken of as
'applications‘ (U2) in the computer world.


These uses and the extent to which the interface (and the
application logic in the rest of the system) fits (U3) them can
have a profound impact on every part of the interface and its
success.


Moreover, the general social, work, and business context (U1) may
be important.
U1 Human Social Organization and Work:
This section relates to the human as an interacting social being.
It includes a concern with the nature of work, and with the
notion that human systems and technical systems mutually adapt to
each other and must be considered as a whole.


•    Points of view (e.g., industrial engineering, operations
     research, Rasmussen's cognitive engineering, the Aarhus
     participatory design approach, Hewitt's open systems)
•    Models of human activity (e.g., opportunistic planning, open
     procedures)
•    Models of small-groups, organizations
•    Models of work, workflow, cooperative activity, office work
•    Socio-technical systems, human organizations as adaptive open
     systems, mutual impact of computer systems on work and vice
     versa, computer systems for group tasks, case studies
•    Quality of work life and job satisfaction
U2 Application Areas:
The focus of this section is on classes of application.


•    Characterization of application areas (e.g., individual vs.
     group, paced vs. unpaced)
•    Document-oriented interfaces: Text-editing, document
     formatting, illustrators, spreadsheets, hypertext
•    Communications-oriented interfaces: Electronic mail, computer
     conferencing, telephone and voice messaging systems
•    Design environments: programming environments, CAD/CAM
•    On-line tutorial systems and help systems
•    Multimedia information kiosks
•    Continuous control systems: process control systems, virtual
     reality systems, simulators, cockpits, video games
•    Embedded systems: Copier controls, elevator controls, consumer
     electronics and home appliance controllers (e.g., TVs, VCRs,
     microwave ovens, etc.)
U3 Human-Machine Fit and Adaptation:
Part of the purpose of design is to arrange a fit between the
designed object and its use. Adjustments can be made (1) either
at design time or at time of use (2) by either changing the
system or the user and (3) the changes can be made by either the
users themselves or, sometimes, by the system.


•    Alternate techniques for achieving fit
•    Nature of adaptive systems, adaptations of human systems that
     cancel reliability improvements, the nature of error in
     adaptive redundant systems, empirical findings on user
     improvisation with routine systems, determinants of successful
     systems introduction,
•    System selection: theories of system adoption
•    System adaptation: customization and tailorability techniques
•    User selection: compatibilities of user and system
     characteristics
•    User adaptation: ease of learning, training methods (e.g., on-
     line tutorials), relation to system design
•    User guidance: help techniques, documentation, error-handling
     techniques
H Human Characteristics
H Human Characteristics


H1 Human Information Processing


H2 Language, Communication, Interaction


H3 Ergonomics
It is important to understand something about human information-
processing characteristics,


how human action (H1) is structured,


the nature of human communication (H2), and


human physical and physiological requirements (ergonomics, H3).
H1 Human Information Processing:
Characteristics of the human as a processor of information.


•    Models of cognitive architecture: symbol-system models,
     connectionist models, engineering models
•    Phenomena and theories of memory
•    Phenomena and theories of perception
•    Phenomena and theories of motor skills
•    Phenomena and theories of attention and vigilance
•    Phenomena and theories of problem solving
•    Phenomena and theories of learning and skill acquisition
•    Phenomena and theories of motivation
•    Users' conceptual models
•    Models of human action
•    Human diversity, including disabled populations
H2 Language, Communication, Interaction:
Language as a communication and interface medium. Communication
phenomena.


•    Aspects of language: syntax, semantics, pragmatics
•    Formal models of language
•    Pragmatic phenomena of conversational interaction (e.g., turn-
     taking, repair)
•    Language phenomena
•    Specialized languages (e.g., graphical interaction, query,
     command, production systems, editors)
•    Interaction reuse (e.g., history lists)
H3 Ergonomics:
Anthropometric and physiological characteristics of people and
their relationship to workspace and environmental parameters.


•    Human anthropometry in relation to workspace design
•    Arrangement of displays and controls, link analysis
•    Human cognitive and sensory limits
•    Sensory and perceptual effects of CRT and other display
     technologies, legibility, display design
•    Control design
•    Fatigue and health issues
•    Furniture and lighting design
•    Temperature and environmental noise issues
•    Design for stressful or hazardous environments
•    Design for the disabled
C Computer System and Interface Architecture
C Computer System and Interface Architecture


C1 Input and Output Devices


C2 Dialogue Techniques


C3 Dialogue Genre


C4 Computer Graphics


C5 Dialogue Architecture
Machines have specialized components for interacting with humans.


Some of these components are basically transducers for moving
information (C1) physically between human and machine.


Other components have to do with the control structure and
representation of aspects of the interaction (C2-C5).
C1 Input and Output Devices:
The technical construction of devices for mediating between
humans and machines.


•    Input devices: survey, mechanics of particular devices,
     performance characteristics (human and system), devices for the
     disabled, handwriting and gestures, speech input, eye tracking,
     exotic devices (e.g., EEG and other biological signals)
•    Output devices: survey, mechanics of particular devices, vector
     devices, raster devices, frame buffers and image stores,
     canvases, event handling, performance characteristics, devices
     for the disabled, sound and speech output, 3D displays, motion
     (e.g., flight simulators), exotic devices
•    Characteristics of input/output devices (e.g., weight,
     portability, bandwidth, sensory modality)
•    Virtual devices
C2 Dialogue Techniques:
The basic software architecture and techniques for interacting
with humans.


•    Dialogue Inputs: Types of input purposes (e.g., selection,
     discrete parameter specification, continuous control)
•    Input techniques: keyboard techniques (e.g, commands, menus),
     mouse-based techniques (e.g., picking, rubber-band lines), pen-
     based techniques (e.g., character recognition, gesture), voice-
     based techniques
•    Dialogue Outputs: Types of output purposes (e.g., convey
     precise information, summary information, illustrate processes,
     create visualizations of information)
•    Output techniques (e.g., scrolling display, windows, animation,
     sprites, fish-eye displays)
•    Screen layout issues (e.g., focus, clutter, visual logic)
•    Dialogue Interaction Techniques: Dialogue type and techniques
     (e.g., alphanumeric techniques, form filling, menu selection,
     icons and direct manipulation, generic functions, natural
     language)
•    Navigation and orientation in dialogues, error management
C2 Dialogue Techniques:
The basic software architecture and techniques for interacting
with humans.


•    Multimedia and non-graphical dialogues: speech input, speech
     output, voice mail, video mail, active documents, videodisc,
     CD-ROM
•    Agents and AI techniques
•    Multi-person dialogues
•    Dialogue Issues: Real-time response issues
•    Manual control theory
•    Supervisory control, automatic systems, embedded systems
•    Standards
•    "Look and feel," intellectual property protection
C3 Dialogue Genre:
The conceptual uses to which the technical means are put. Such
concepts arise in any media discipline (e.g., film, graphic
design, etc.).


•    Interaction metaphors (e.g., tool metaphor, agent metaphor)
•    Content metaphors (e.g., desktop metaphor, paper document
     metaphor)
•    Persona, personality, point of view
•    Workspace models
•    Transition management (e.g., fades, pans)
•    Relevant techniques from other media (e.g., film, theater,
     graphic design)
•    Style and aesthetics
C4 Computer Graphics:
Basic concepts from computer graphics that are especially useful
to know for HCI.


•    Geometry in 2- and 3- space, linear transformations
•    Graphics primitives and attributes: bitmap and voxel
     representations, raster-op, 2-D primitives, text primitives,
     polygon representation, 3-D primitives, quadtrees and octtrees,
     device independent images, page definition languages
•    Solid modeling, splines, surface modeling, hidden surface
     removal, animation, rendering algorithms, lighting models
•    Color representation, color maps, color ranges of devices
C5 Dialogue Architecture:
Software architectures and standards for user interfaces.


•    Layers model of the architecture of dialogues and windowing
     systems, dialogue system reference models
•    Screen imaging models (e.g., RasterOp, Postscript, Quickdraw)
•    Window manager models (e.g., Shared address-space, client-
     server), analysis of major window systems (e.g., X, New Wave,
     Windows, Open Look, Presentation Manager, Macintosh)
•    Models of application-to-dialogue manager connection
•    Models for specifying dialogues
•    Multi-user interface architectures "Look and feel“
•    Standardization and interoperability
D Development (Design) Process
D Development Process


D1 Design Approaches


D2 Implementation Techniques


D3 Evaluation Techniques


D4 Example Systems and Case Studies
The construction of human interfaces is both a matter of design
and engineering.


These topics are concerned with the methodology and practice of
interface design (D1).


Other aspects of the development process include the relationship
of interface development to the engineering (both software and
hardware, D2-D4) of the rest of the system.
D1 Design Approaches:
The process of design. Relevant topics from other design
disciplines.


•    Graphic design basics (e.g., design languages, typography, use
     of color, 2D & 3D spatial organization, temporal sequencing,
     etc.)
•    Alternative system development processes (e.g., waterfall
     model, participatory design), lifecycle model, iterative
     design, choice of method under time/resource constraint
•    Task analysis techniques (e.g., field studies, analytical
     methods), task allocation, market analysis
•    Design specification techniques
•    Design analysis techniques (e.g., objects and actions)
•    Industrial design basics
•    Design case studies and empirical analyses of design
D2 Implementation Techniques and Tools:
Tactics and tools for implementation.


•    Relationships among design, evaluation, and implementation
•    Independence and reusability, application independence, device
     independence
•    Prototyping techniques (e.g., storyboarding, video, "Wizard of
     Oz", HyperCard, rapid prototype implementations)
•    Dialogue toolkits (e.g., MacApp, NextStep, UIMS's, HyperCard)
•    Object-oriented methods
•    Data representation and algorithms
D3 Evaluation Techniques:
Philosophy and specific methods for evaluations.


•    Productivity
•    Figures of merit (e.g., time, errors, learnability, design for
     guessing, preference, etc.)
•    Usability testing techniques, linking testing to specifications
•    Formative and summative evaluation techniques for empirical
     evaluation, including, field observation methods, participant
     observation, interviewing techniques, questionnaire design,
     psychometric methods, video protocols, system logging,
     experiment design (eg, concern with sample bias, etc.), methods
     from psychological and sociological evaluation fields, ethics
     of working with participants
D4 Example Systems and Case Studies:
Classic designs to serve as extended examples of human interface
design (this is a historic listing © 1992, 1996).


•    Command-oriented: OS/360 JCL (batch-oriented command style,
     baseline for seeing later improvements)
•    PC DOS (command style interface learned by millions)
•    Airline check-in system (time pressure, ambiguous input,
     distributed system)
•    Graphics-oriented: Xerox Star (icon-window interface, generic
     commands)
•    Apple Macintosh (similar interface over many applications)
•    MacPaint (widely known and available graphics program)
•    Frame-based: Promis (Rapid response to large set of frames,
     touch-panel oriented)
•    Zog (User-tailorable, rapid-response system, large number of
     frames, first commercial frame-based system)
•    HyperCard (Graphically-oriented frame-based system with user
     programming language, first mass market frame-oriented system).
D4 Example Systems and Case Studies:
Classic designs to serve as extended examples of human interface
design (this is a historic listing © 1992, 1996).


•    User-defined combinatorics: Unix operating system (strong
     combinatoric architecture paired with weak human factors)
•    Emacs (language-oriented, large combinatoric command set)
•    Visicalc (a "home-run" application with strong conceptual model
     that succeeded despite weak human factors)
•    DBaseIII (simple, but successful, user applications generator)
•    Interfaces for untrained, walk-up users:
•    Olympic Message System (practical use of user testing under
     time pressure)
•    Nintendo Super Mario Brothers (learnable without a manual by
     grade school children)
Goal for the Next Session
Touch Research -> Touch Areas
Relevant areas?
U Use and Context of Computers


U1 Human Social Organization and Work: Cooperative activity ...


U2 Application Areas: Individual versus group ...


U3 Human-Machine Fit and Adaptation: User guidance ...
H Human Characteristics


H1 Human Information Processing: Learning and motor skills ...


H2 Language, Communication, Interaction: Graphical interaction
language ...


H3 Ergonomics. Displays and control ...
C Computer System and Interface Architecture


C1 Input and Output Devices: Hands on a surface ...


C2 Dialogue Techniques: Gesture, scrolling and panning ...


C3 Dialogue Genre: Tool metaphor ...


C5 Dialogue Architecture: Multi-user interface look and feel …
D Development Process


D1 Design Approaches: Sequencing ...


D2 Implementation Techniques: Prototyping (paper?) ...


D3 Evaluation Techniques: Productivity ...


D4 Example Systems and Case Studies: That’s where we started!
Credits
Via Creative Commons on flickr:


valilouve www.flickr.com/8471692@N07/1557956107
Maurizio D'Arrigo www.flickr.com/keylosa/184606430/
Derrick Mealiffe www.flickr.com/dmealiffe/171720479/
Kit Cowan www.flickr.com/kitcowan/712113879/
Thomas Lieser www.flickr.com/onkel_wart/2377883376/
Cheon Fong Liew www.flickr.com/liewcf/894035077/
CSSA @UCSD www.flickr.com/cssa_ucsd/150160784/
sparktography/ Sparky www.flickr.com/sparktography/374064022/
ACM SIGCHI Curricula for Human-Computer Interaction:


http://sigchi.org/cdg/cdg2.html
Original Print Media: Copyright © 1992 by the Association for
Computing Machinery, Inc.
Web Version: Copyright © 1996 by the Association for Computing
Machinery, Inc.


University of Applied Sciences Constance, Faculty for
Communication Design, Project “Touch Research”:


http://www.htwg-konstanz.de
http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will
http://www.felgner.ch/2008/04/touch_research.html

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Touch Research 2: HCI Details [Handouts]

  • 1. Touch Research A project for Communication Design M1 HTWG Constance Summer Term 2008 Part 2: HCI Details
  • 2. Phase 2: Human Computer Interaction (HCI)
  • 3. Overview Curricula for Human-Computer Interaction: http://sigchi.org/cdg/ cdg2.html by the ACM SIGCHI, 1992 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
  • 4. 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.
  • 5. U Use and Context of Computers U1 Human Social Organization and Work U2 Application Areas U3 Human-Machine Fit and Adaptation
  • 6. H Human Characteristics H1 Human Information Processing H2 Language, Communication, Interaction H3 Ergonomics
  • 7. C Computer System and Interface Architecture C1 Input and Output Devices C2 Dialogue Techniques C3 Dialogue Genre C4 Computer Graphics C5 Dialogue Architecture
  • 8. D Development Process D1 Design Approaches D2 Implementation Techniques D3 Evaluation Techniques D4 Example Systems and Case Studies
  • 9. Curricula for Human-Computer Interaction: http://sigchi.org/cdg/ cdg2.html by the ACM SIGCHI, 1992 Compare: Josep Blat http://www.iua.upf.es/~jblat/material/hci/
  • 10. U Use and Context of Computers
  • 11. U Use and Context of Computers U1 Human Social Organization and Work U2 Application Areas U3 Human-Machine Fit and Adaptation
  • 12. The uses to which computers are put are spoken of as 'applications‘ (U2) in the computer world. These uses and the extent to which the interface (and the application logic in the rest of the system) fits (U3) them can have a profound impact on every part of the interface and its success. Moreover, the general social, work, and business context (U1) may be important.
  • 13. U1 Human Social Organization and Work: This section relates to the human as an interacting social being. It includes a concern with the nature of work, and with the notion that human systems and technical systems mutually adapt to each other and must be considered as a whole. •  Points of view (e.g., industrial engineering, operations research, Rasmussen's cognitive engineering, the Aarhus participatory design approach, Hewitt's open systems) •  Models of human activity (e.g., opportunistic planning, open procedures) •  Models of small-groups, organizations •  Models of work, workflow, cooperative activity, office work •  Socio-technical systems, human organizations as adaptive open systems, mutual impact of computer systems on work and vice versa, computer systems for group tasks, case studies •  Quality of work life and job satisfaction
  • 14. U2 Application Areas: The focus of this section is on classes of application. •  Characterization of application areas (e.g., individual vs. group, paced vs. unpaced) •  Document-oriented interfaces: Text-editing, document formatting, illustrators, spreadsheets, hypertext •  Communications-oriented interfaces: Electronic mail, computer conferencing, telephone and voice messaging systems •  Design environments: programming environments, CAD/CAM •  On-line tutorial systems and help systems •  Multimedia information kiosks •  Continuous control systems: process control systems, virtual reality systems, simulators, cockpits, video games •  Embedded systems: Copier controls, elevator controls, consumer electronics and home appliance controllers (e.g., TVs, VCRs, microwave ovens, etc.)
  • 15. U3 Human-Machine Fit and Adaptation: Part of the purpose of design is to arrange a fit between the designed object and its use. Adjustments can be made (1) either at design time or at time of use (2) by either changing the system or the user and (3) the changes can be made by either the users themselves or, sometimes, by the system. •  Alternate techniques for achieving fit •  Nature of adaptive systems, adaptations of human systems that cancel reliability improvements, the nature of error in adaptive redundant systems, empirical findings on user improvisation with routine systems, determinants of successful systems introduction, •  System selection: theories of system adoption •  System adaptation: customization and tailorability techniques •  User selection: compatibilities of user and system characteristics •  User adaptation: ease of learning, training methods (e.g., on- line tutorials), relation to system design •  User guidance: help techniques, documentation, error-handling techniques
  • 17. H Human Characteristics H1 Human Information Processing H2 Language, Communication, Interaction H3 Ergonomics
  • 18. It is important to understand something about human information- processing characteristics, how human action (H1) is structured, the nature of human communication (H2), and human physical and physiological requirements (ergonomics, H3).
  • 19. H1 Human Information Processing: Characteristics of the human as a processor of information. •  Models of cognitive architecture: symbol-system models, connectionist models, engineering models •  Phenomena and theories of memory •  Phenomena and theories of perception •  Phenomena and theories of motor skills •  Phenomena and theories of attention and vigilance •  Phenomena and theories of problem solving •  Phenomena and theories of learning and skill acquisition •  Phenomena and theories of motivation •  Users' conceptual models •  Models of human action •  Human diversity, including disabled populations
  • 20. H2 Language, Communication, Interaction: Language as a communication and interface medium. Communication phenomena. •  Aspects of language: syntax, semantics, pragmatics •  Formal models of language •  Pragmatic phenomena of conversational interaction (e.g., turn- taking, repair) •  Language phenomena •  Specialized languages (e.g., graphical interaction, query, command, production systems, editors) •  Interaction reuse (e.g., history lists)
  • 21. H3 Ergonomics: Anthropometric and physiological characteristics of people and their relationship to workspace and environmental parameters. •  Human anthropometry in relation to workspace design •  Arrangement of displays and controls, link analysis •  Human cognitive and sensory limits •  Sensory and perceptual effects of CRT and other display technologies, legibility, display design •  Control design •  Fatigue and health issues •  Furniture and lighting design •  Temperature and environmental noise issues •  Design for stressful or hazardous environments •  Design for the disabled
  • 22. C Computer System and Interface Architecture
  • 23. C Computer System and Interface Architecture C1 Input and Output Devices C2 Dialogue Techniques C3 Dialogue Genre C4 Computer Graphics C5 Dialogue Architecture
  • 24. Machines have specialized components for interacting with humans. Some of these components are basically transducers for moving information (C1) physically between human and machine. Other components have to do with the control structure and representation of aspects of the interaction (C2-C5).
  • 25. C1 Input and Output Devices: The technical construction of devices for mediating between humans and machines. •  Input devices: survey, mechanics of particular devices, performance characteristics (human and system), devices for the disabled, handwriting and gestures, speech input, eye tracking, exotic devices (e.g., EEG and other biological signals) •  Output devices: survey, mechanics of particular devices, vector devices, raster devices, frame buffers and image stores, canvases, event handling, performance characteristics, devices for the disabled, sound and speech output, 3D displays, motion (e.g., flight simulators), exotic devices •  Characteristics of input/output devices (e.g., weight, portability, bandwidth, sensory modality) •  Virtual devices
  • 26. C2 Dialogue Techniques: The basic software architecture and techniques for interacting with humans. •  Dialogue Inputs: Types of input purposes (e.g., selection, discrete parameter specification, continuous control) •  Input techniques: keyboard techniques (e.g, commands, menus), mouse-based techniques (e.g., picking, rubber-band lines), pen- based techniques (e.g., character recognition, gesture), voice- based techniques •  Dialogue Outputs: Types of output purposes (e.g., convey precise information, summary information, illustrate processes, create visualizations of information) •  Output techniques (e.g., scrolling display, windows, animation, sprites, fish-eye displays) •  Screen layout issues (e.g., focus, clutter, visual logic) •  Dialogue Interaction Techniques: Dialogue type and techniques (e.g., alphanumeric techniques, form filling, menu selection, icons and direct manipulation, generic functions, natural language) •  Navigation and orientation in dialogues, error management
  • 27. C2 Dialogue Techniques: The basic software architecture and techniques for interacting with humans. •  Multimedia and non-graphical dialogues: speech input, speech output, voice mail, video mail, active documents, videodisc, CD-ROM •  Agents and AI techniques •  Multi-person dialogues •  Dialogue Issues: Real-time response issues •  Manual control theory •  Supervisory control, automatic systems, embedded systems •  Standards •  "Look and feel," intellectual property protection
  • 28. C3 Dialogue Genre: The conceptual uses to which the technical means are put. Such concepts arise in any media discipline (e.g., film, graphic design, etc.). •  Interaction metaphors (e.g., tool metaphor, agent metaphor) •  Content metaphors (e.g., desktop metaphor, paper document metaphor) •  Persona, personality, point of view •  Workspace models •  Transition management (e.g., fades, pans) •  Relevant techniques from other media (e.g., film, theater, graphic design) •  Style and aesthetics
  • 29. C4 Computer Graphics: Basic concepts from computer graphics that are especially useful to know for HCI. •  Geometry in 2- and 3- space, linear transformations •  Graphics primitives and attributes: bitmap and voxel representations, raster-op, 2-D primitives, text primitives, polygon representation, 3-D primitives, quadtrees and octtrees, device independent images, page definition languages •  Solid modeling, splines, surface modeling, hidden surface removal, animation, rendering algorithms, lighting models •  Color representation, color maps, color ranges of devices
  • 30. C5 Dialogue Architecture: Software architectures and standards for user interfaces. •  Layers model of the architecture of dialogues and windowing systems, dialogue system reference models •  Screen imaging models (e.g., RasterOp, Postscript, Quickdraw) •  Window manager models (e.g., Shared address-space, client- server), analysis of major window systems (e.g., X, New Wave, Windows, Open Look, Presentation Manager, Macintosh) •  Models of application-to-dialogue manager connection •  Models for specifying dialogues •  Multi-user interface architectures "Look and feel“ •  Standardization and interoperability
  • 32. D Development Process D1 Design Approaches D2 Implementation Techniques D3 Evaluation Techniques D4 Example Systems and Case Studies
  • 33. The construction of human interfaces is both a matter of design and engineering. These topics are concerned with the methodology and practice of interface design (D1). Other aspects of the development process include the relationship of interface development to the engineering (both software and hardware, D2-D4) of the rest of the system.
  • 34. D1 Design Approaches: The process of design. Relevant topics from other design disciplines. •  Graphic design basics (e.g., design languages, typography, use of color, 2D & 3D spatial organization, temporal sequencing, etc.) •  Alternative system development processes (e.g., waterfall model, participatory design), lifecycle model, iterative design, choice of method under time/resource constraint •  Task analysis techniques (e.g., field studies, analytical methods), task allocation, market analysis •  Design specification techniques •  Design analysis techniques (e.g., objects and actions) •  Industrial design basics •  Design case studies and empirical analyses of design
  • 35. D2 Implementation Techniques and Tools: Tactics and tools for implementation. •  Relationships among design, evaluation, and implementation •  Independence and reusability, application independence, device independence •  Prototyping techniques (e.g., storyboarding, video, "Wizard of Oz", HyperCard, rapid prototype implementations) •  Dialogue toolkits (e.g., MacApp, NextStep, UIMS's, HyperCard) •  Object-oriented methods •  Data representation and algorithms
  • 36. D3 Evaluation Techniques: Philosophy and specific methods for evaluations. •  Productivity •  Figures of merit (e.g., time, errors, learnability, design for guessing, preference, etc.) •  Usability testing techniques, linking testing to specifications •  Formative and summative evaluation techniques for empirical evaluation, including, field observation methods, participant observation, interviewing techniques, questionnaire design, psychometric methods, video protocols, system logging, experiment design (eg, concern with sample bias, etc.), methods from psychological and sociological evaluation fields, ethics of working with participants
  • 37. D4 Example Systems and Case Studies: Classic designs to serve as extended examples of human interface design (this is a historic listing © 1992, 1996). •  Command-oriented: OS/360 JCL (batch-oriented command style, baseline for seeing later improvements) •  PC DOS (command style interface learned by millions) •  Airline check-in system (time pressure, ambiguous input, distributed system) •  Graphics-oriented: Xerox Star (icon-window interface, generic commands) •  Apple Macintosh (similar interface over many applications) •  MacPaint (widely known and available graphics program) •  Frame-based: Promis (Rapid response to large set of frames, touch-panel oriented) •  Zog (User-tailorable, rapid-response system, large number of frames, first commercial frame-based system) •  HyperCard (Graphically-oriented frame-based system with user programming language, first mass market frame-oriented system).
  • 38. D4 Example Systems and Case Studies: Classic designs to serve as extended examples of human interface design (this is a historic listing © 1992, 1996). •  User-defined combinatorics: Unix operating system (strong combinatoric architecture paired with weak human factors) •  Emacs (language-oriented, large combinatoric command set) •  Visicalc (a "home-run" application with strong conceptual model that succeeded despite weak human factors) •  DBaseIII (simple, but successful, user applications generator) •  Interfaces for untrained, walk-up users: •  Olympic Message System (practical use of user testing under time pressure) •  Nintendo Super Mario Brothers (learnable without a manual by grade school children)
  • 39. Goal for the Next Session
  • 40. Touch Research -> Touch Areas
  • 42. U Use and Context of Computers U1 Human Social Organization and Work: Cooperative activity ... U2 Application Areas: Individual versus group ... U3 Human-Machine Fit and Adaptation: User guidance ...
  • 43. H Human Characteristics H1 Human Information Processing: Learning and motor skills ... H2 Language, Communication, Interaction: Graphical interaction language ... H3 Ergonomics. Displays and control ...
  • 44. C Computer System and Interface Architecture C1 Input and Output Devices: Hands on a surface ... C2 Dialogue Techniques: Gesture, scrolling and panning ... C3 Dialogue Genre: Tool metaphor ... C5 Dialogue Architecture: Multi-user interface look and feel …
  • 45. D Development Process D1 Design Approaches: Sequencing ... D2 Implementation Techniques: Prototyping (paper?) ... D3 Evaluation Techniques: Productivity ... D4 Example Systems and Case Studies: That’s where we started!
  • 47. Via Creative Commons on flickr: valilouve www.flickr.com/8471692@N07/1557956107 Maurizio D'Arrigo www.flickr.com/keylosa/184606430/ Derrick Mealiffe www.flickr.com/dmealiffe/171720479/ Kit Cowan www.flickr.com/kitcowan/712113879/ Thomas Lieser www.flickr.com/onkel_wart/2377883376/ Cheon Fong Liew www.flickr.com/liewcf/894035077/ CSSA @UCSD www.flickr.com/cssa_ucsd/150160784/ sparktography/ Sparky www.flickr.com/sparktography/374064022/
  • 48. ACM SIGCHI Curricula for Human-Computer Interaction: http://sigchi.org/cdg/cdg2.html Original Print Media: Copyright © 1992 by the Association for Computing Machinery, Inc. Web Version: Copyright © 1996 by the Association for Computing Machinery, Inc. University of Applied Sciences Constance, Faculty for Communication Design, Project “Touch Research”: http://www.htwg-konstanz.de http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will http://www.felgner.ch/2008/04/touch_research.html