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INTRODUCCIÓN A
HCI
TODO LO QUE QUERÍA
SABER DE HCI PERO LE
DABA UN CHORRO DE
PENA PREGUNTAR …
1. NECESIDADES DE UN
MUNDO REAL
8
9 O S C A R S
2 0 1 7
10
M I S S
U N I V E R S E
2 0 1 6
11
E L E C C I O N E S
E N F L O R I D A
2 0 0 0
12
T E L É F O N O S
P Ú B L I C O S
13
J O H N
D E N V E R
( R I P )
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
C O M U N I C A C I Ó N
15
I N T E R A C C I Ó N
16
¿ I N T E R A C C I Ó N ?
17
I N T E R A C C I Ó N
18
I N T E R FA C E , I N T E R FA Z
19
interface n
1. frontera común
2. límite entre objetos
3. punto de
interacción
4. frontera donde
pasan datos
vti
1. tener o hacer frontera
común
2. interactuar
3. servir como interface
20
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
3. BREVE HISTORIA DE HCI
22
➤ Human-Computer Interaction (HCI) is an area of research and
practice that emerged in the early 1980s, initially as a specialty area
in computer science embracing cognitive science and human factors
engineering. HCI has expanded rapidly and steadily for three
decades, attracting professionals from many other disciplines and
incorporating diverse concepts and approaches. To a considerable
extent, HCI now aggregates a collection of semi-autonomous fields
of research and practice in human-centered informatics. However,
the continuing synthesis of disparate conceptions and approaches to
science and practice in HCI has produced a dramatic example of
how different epistemologies and paradigms can be reconciled and
integrated in a vibrant and productive intellectual project.
John M Carroll (Interaction Design Foundation)
23
24
25
26
➤ Computer Science
➤ Cognitive Science
➤ cognitive
psychology,
artificial
intelligence,
linguistics,
anthropology,
philosophy
➤ Cognitive
engineering
27
➤ Computer Science
➤ Cognitive Science
➤ cognitive
psychology,
artificial
intelligence,
linguistics,
anthropology,
philosophy
➤ Cognitive
engineering
➤ Design
➤ Human Factors
➤ ergonomics,
biomechanics,
industrial
design
➤ Ethnography
➤ Semiotics
and Branding
28
➤ Computer Science
➤ Cognitive Science
➤ cognitive
psychology,
artificial
intelligence,
linguistics,
anthropology,
philosophy
➤ Cognitive
engineering
➤ Design
➤ Human Factors
➤ ergonomics,
biomechanics,
industrial
design
➤ Ethnography
➤ Semiotics
and Branding
➤ Information
Architecture (IA)
➤ Interaction
Design (IxD)
➤ User Experience
(UX)
➤ accessibility,
disabled, elderly
users, mobile
computing,
playability, etc.
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
3. BREVE HISTORIA DE HCI
4. MÉTODOS EN UCD
NORMAN & DRAPER (1986)
DISEÑO CENTRADO AL USUARIO (UCD)
U S E R C E N T E R E D D E S I G N ( U C D )
diseño
prototiposevaluación
feedback
Usuario
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
3. BREVE HISTORIA DE HCI
4. MÉTODOS EN UCD
5. USABILIDAD, UX
“USABILIDAD ES LA EFECTIVIDAD,
EFICIENCIA Y SATISFACCIÓN CON LA QUE UN
PRODUCTO PERMITE ALCANZAR OBJETIVOS
ESPECÍFICOS A USUARIOS ESPECÍFICOS EN
UN CONTEXTO DE USO ESPECÍFICO”
ISO 9241
“EXPERIENCIA DE USUARIO SE REFIERE A
TODOS LOS ASPECTOS DE LA INTERACCIÓN
DEL USUARIO FINAL CON LA COMPAÑÍA,
SUS SERVICIOS Y SUS PRODUCTOS”
Nielsen Norman Group
USER CENTERED
DESIGN (UCD)
USER EXPERIENCE
(UX)
USABILIDAD
USABILIDAD UX
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
3. BREVE HISTORIA DE HCI
4. MÉTODOS EN UCD
5. USABILIDAD, UX
6. INVESTIGACIÓN EN HCI
“easy to learn, easy to use.
41
“
“GOOD
ARTISTS COPY;
GREAT ARTISTS
STEAL”
42
1. NECESIDADES DE UN MUNDO REAL
2. DEFINICIONES BÁSICAS
3. BREVE HISTORIA DE HCI
4. MÉTODOS EN UCD
5. USABILIDAD, UX
6. INVESTIGACIÓN EN HCI
7. RECUERDEN EL TALLER (12HRS)
TODO LO QUE QUERÍA
SABER DE HCI PERO LE
DABA UN CHORRO DE
PENA PREGUNTAR …
INTRODUCCIÓN A
HCI
Introducción a la Interacción Humano-Computadora (UNSIJ 2017)

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Introducción a la Interacción Humano-Computadora (UNSIJ 2017)

  • 1.
  • 2.
  • 3.
  • 4.
  • 6. TODO LO QUE QUERÍA SABER DE HCI PERO LE DABA UN CHORRO DE PENA PREGUNTAR …
  • 7. 1. NECESIDADES DE UN MUNDO REAL
  • 8. 8
  • 9. 9 O S C A R S 2 0 1 7
  • 10. 10 M I S S U N I V E R S E 2 0 1 6
  • 11. 11 E L E C C I O N E S E N F L O R I D A 2 0 0 0
  • 12. 12 T E L É F O N O S P Ú B L I C O S
  • 13. 13 J O H N D E N V E R ( R I P )
  • 14. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS
  • 15. C O M U N I C A C I Ó N 15
  • 16. I N T E R A C C I Ó N 16
  • 17. ¿ I N T E R A C C I Ó N ? 17
  • 18. I N T E R A C C I Ó N 18
  • 19. I N T E R FA C E , I N T E R FA Z 19 interface n 1. frontera común 2. límite entre objetos 3. punto de interacción 4. frontera donde pasan datos vti 1. tener o hacer frontera común 2. interactuar 3. servir como interface
  • 20. 20
  • 21. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS 3. BREVE HISTORIA DE HCI
  • 22. 22
  • 23. ➤ Human-Computer Interaction (HCI) is an area of research and practice that emerged in the early 1980s, initially as a specialty area in computer science embracing cognitive science and human factors engineering. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-autonomous fields of research and practice in human-centered informatics. However, the continuing synthesis of disparate conceptions and approaches to science and practice in HCI has produced a dramatic example of how different epistemologies and paradigms can be reconciled and integrated in a vibrant and productive intellectual project. John M Carroll (Interaction Design Foundation) 23
  • 24. 24
  • 25. 25
  • 26. 26 ➤ Computer Science ➤ Cognitive Science ➤ cognitive psychology, artificial intelligence, linguistics, anthropology, philosophy ➤ Cognitive engineering
  • 27. 27 ➤ Computer Science ➤ Cognitive Science ➤ cognitive psychology, artificial intelligence, linguistics, anthropology, philosophy ➤ Cognitive engineering ➤ Design ➤ Human Factors ➤ ergonomics, biomechanics, industrial design ➤ Ethnography ➤ Semiotics and Branding
  • 28. 28 ➤ Computer Science ➤ Cognitive Science ➤ cognitive psychology, artificial intelligence, linguistics, anthropology, philosophy ➤ Cognitive engineering ➤ Design ➤ Human Factors ➤ ergonomics, biomechanics, industrial design ➤ Ethnography ➤ Semiotics and Branding ➤ Information Architecture (IA) ➤ Interaction Design (IxD) ➤ User Experience (UX) ➤ accessibility, disabled, elderly users, mobile computing, playability, etc.
  • 29. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS 3. BREVE HISTORIA DE HCI 4. MÉTODOS EN UCD
  • 30. NORMAN & DRAPER (1986) DISEÑO CENTRADO AL USUARIO (UCD)
  • 31. U S E R C E N T E R E D D E S I G N ( U C D ) diseño prototiposevaluación feedback Usuario
  • 32. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS 3. BREVE HISTORIA DE HCI 4. MÉTODOS EN UCD 5. USABILIDAD, UX
  • 33. “USABILIDAD ES LA EFECTIVIDAD, EFICIENCIA Y SATISFACCIÓN CON LA QUE UN PRODUCTO PERMITE ALCANZAR OBJETIVOS ESPECÍFICOS A USUARIOS ESPECÍFICOS EN UN CONTEXTO DE USO ESPECÍFICO” ISO 9241
  • 34. “EXPERIENCIA DE USUARIO SE REFIERE A TODOS LOS ASPECTOS DE LA INTERACCIÓN DEL USUARIO FINAL CON LA COMPAÑÍA, SUS SERVICIOS Y SUS PRODUCTOS” Nielsen Norman Group
  • 37.
  • 40. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS 3. BREVE HISTORIA DE HCI 4. MÉTODOS EN UCD 5. USABILIDAD, UX 6. INVESTIGACIÓN EN HCI
  • 41. “easy to learn, easy to use. 41 “
  • 43. 1. NECESIDADES DE UN MUNDO REAL 2. DEFINICIONES BÁSICAS 3. BREVE HISTORIA DE HCI 4. MÉTODOS EN UCD 5. USABILIDAD, UX 6. INVESTIGACIÓN EN HCI 7. RECUERDEN EL TALLER (12HRS)
  • 44. TODO LO QUE QUERÍA SABER DE HCI PERO LE DABA UN CHORRO DE PENA PREGUNTAR …