Human-Computer Interaction

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IAT 334
Interface Design
Chris Shaw
______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
Jan 6, 2011
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Agenda
 Introductions
 HCI
- Me, TA
Overview
– Objectives
– Principles
 Review
HCI’s history
– Key people and events
 Course
Info, Project
– Description, details
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Introductions
 Instructor
– Chris Shaw
– shaw@sfu.ca
 HCI
– Two-Handed 3D interfaces
– Scientific & Information Visualization
– Visual Analytics
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Introductions
 TA
– Saba Alimadadi
– salimada@sfu.ca
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Course Information

Book
– “Designing the User Interface: Strategies for Effective
Human-Computer Interaction (5th Edition)”,
– By Ben Shneiderman, Catherine Plaisant
• Addison-Wesley Computing © 2009

Web
–
–
–
–
Syllabus
Assignments
HCI resources
Related courses
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Read for next week
 Shneiderman
& Plaisant
– Chapters 1 + 2
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Course Information
 Grading
– Late-term exam
– Project (4 parts)
– Homeworks
 Advice:
35%
7.5% each -> 30%
35%
Learn from past
– Content, lectures, projects, ...
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Group Project
 Design
0
1
2
3
4
Jan 6, 2011
and evaluate an interface
Team, Topic
Understanding problem
Design
Implement prototype
Evaluate
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Project Teams
4
people (diverse is best!)
– Arrange this in the Lab
– Team needs to all be in same lab section
 Consider
 Cool
Jan 6, 2011
schedules
name
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Why We Are Here
 Look
at human factors that affect
software design and development
 Central
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Topic: User interface design
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HCI

What happens when a human and a computer
get together to perform a task
– Task
•
•
•
•
Write a document
Plan a budget
Design a presentation
Play a video game
– Not a task..
• Goof off (obviously)
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Why is this important?
 Computers
(in one way or another) affect
every person in society
– Increasing % use computers in work, at
home in the road…
 Product
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success depends on ease of use
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Course Aims
 Consciousness
raising for you
– Eg. Don Norman
• “The Design of Everyday Things”
– Doors
• Handles afford various opening method
 Design
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critic
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Goals of HCI
(Shneiderman & Plaisant Chap1)
 Allow
users to carry out tasks
– Safely
– Effectively
– Efficiently
– Enjoyably
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Goals of System Engineering
Functionality
• Tasks and sub-tasks to be carried out
Reliability
• Maintaining trust in the system
Standardization, integration, consistency and
portability
Schedules and budgets
• Adhering to timelines and expense
• Human factors principles and testing reduces costs
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Usability
 Five
Measurable Goals of UI Design
 Combination of
– Ease of learning
– High speed of user task performance
– Low user error rate
– Subjective user satisfaction
– User retention over time
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Interests in Human Factors
in Design
Life-critical systems: air traffic control, emergency, power utilities
etc.
• high reliability, error-free performance, lengthy training for
systems, subjective satisfaction less of an issue
Industrial and commercial uses: banking, inventory management,
airline and hotel reservations, etc.
• low costs is critical over reliability, ease of learning, errors
calculated against costs, subjective satisfaction of modest
importance
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Interests in Human Factors
in Design
Office, home, entertainment: productivity and entertainment
applications
• ease of learning, low error rates, subjective satisfaction are
paramount since use is discretionary and competition is fierce.
Range of types of users from novice to expert.
Exploratory, creative, and cooperative: web-based, decisionmaking, design-support, collaborative work, etc.
• users knowledgeable in domain but vary in computer skills, directmanipulation using familiar routines and gestures work best,
difficult systems to design and evaluate.
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Accommodating
Human Diversity
Physical
Abilities and
Workplaces
Cognitive
and Perceptual
Abilities
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Personality
Differences
Users with
Disabilities
Cultural
and International
Diversity
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Elderly
Users
Key Historical Event
 Design
 “The
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of the first Mac 1983-1984
computer for the rest of us”
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Moving Forward
 How
do we improve interfaces?
– 1. Change attitude of software professional
• “Slap that interface on”
– 2. Draw upon fast accumulating body of
knowledge regarding H-C interface design
– 3. Integrate UI design methods & techniques
into standard software development
methodologies now in place
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Improving Interfaces
 Know
the User!
– Physical abilities
– Cognitive abilities
– Personality differences
– Skill differences
– Cultural diversity
– Motivation
– Special needs
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Two Crucial Errors
 Assume
all users are alike
 Assume
all users are like the designer
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Another Crucial Error
 Have
the user design it!
 Users
bring vital knowledge to design:
– They know a lot about the problem
– They know a lot about the current tools
– They typically know very little about design
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UI Design/Develop Process
 Analyze
user’s goals
 Create design alternatives
 Analyze designs
 Implement prototype
Evaluate
 Test
 Refine
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Design
Implement
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Evaluation
 Things
we can measure
– Time to learn
– Speed of performance
– Rate of errors by user
– Retention over time
– Subjective satisfaction
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Interfaces in the World
 VCR
 Mouse
 Phone
 Copier
 Car
 Airline
reservation
 Air traffic control
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History of HCI
______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
Jan 6, 2011
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Agenda
 Review
HCI’s history
– Key people and events
 Human
capabilities
– Senses
– Information processing
• Perceptual
• Cognitive
– Memory
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History of HCI
 Digital
computer grounded in ideas from
1700’s & 1800’s
 Technology
became available in the
1940’s and 1950’s
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Vannevar Bush
 “As
We May Think” - 1945 Atlantic
Monthly
“…publication has been extended far
beyond our present ability to make real
use of the record.”
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Bush

Postulated Memex device
– Can store all records/articles/communications
– Large memory
– Items retrieved by indexing, keywords, cross
references
– Can make a trail of links through material
– etc.

Envisioned as microfilm, not computer
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J.R. Licklider
 1960
- Postulated “man-computer
symbiosis”
 Couple
human brains and computing
machines tightly to revolutionize
information handling
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Vision/Goals
 Immediate
•Time sharing
•Electronic I/O
•Interactive, realtime system
•Large scale
information
storage and
retrieval
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Intermediate
Long-term
•Combined speech
recognition,
character
recognition, lightpen editing
•Natural language
understanding
•Speech recognition
of arbitrary users
•Heuristic programming
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Mid 1960’s
 Computers
too expensive for individuals
-> timesharing
– increased accessibility
– interactive systems, not jobs
– text processing, editing
– email, shared file system
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Ivan Sutherland
 SketchPad
- ‘63 PhD thesis at MIT
– Hierarchy - pictures & subpictures
– Master picture with instances
– Constraints
– Icons
– Copying
– Light pen as input device
– Recursive operations
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Sutherland Demo Videos


http://www.youtube.com/watch?v=USyoT_Ha_bA
http://www.youtube.com/watch?v=mOZqRJzE8xg
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Douglas Engelbart
 Invented
the mouse
 Landmark system/demo:
– hierarchical hypertext, multimedia, mouse,
high-res display, windows, shared files,
electronic messaging, CSCW,
teleconferencing, …

http://www.youtube.com/watch?v=JfIgzSoTMOs
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The Mouse
Doug Engelbart’s mouse - 1963-64
source: resonancepub.com & brittanica.com
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Alan Kay
 Dynabook
- Notebook sized computer
loaded with multimedia and can store
everything
 Personal Computing
 Desktop Interface
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Ted Nelson
 Computers
business
 Coined
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can help people, not just
term “hypertext”
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Nicholas Negroponte
 MIT
machine architecture & AI group
‘69-’80s
 Ideas:
– wall-sized displays, video disks, AI in
interfaces (agents), speech recognition,
multimedia with hypertext
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Personal Computers
 Late
‘70’s
– Apple II
– Z-80 CP/M
– IBM PC
 Text
and command based
 Word processing
 Spreadsheets!
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PCs with GUIs
 Xerox
PARC - mid 1970’s
– Alto
– Local processor, Bitmap display, Mouse
– Precursor to modern GUI
– LAN - Ethernet
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Menus
Bill Atkinson’s Polaroids of the first pull-down menu prototype - circa 1979
source: folklore.org
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Xerox Star - ‘81
 First
commercial PC designed for
“business professionals”
– Desktop metaphor, pointing, WYSIWYG
 First
system based on usability
engineering
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Star
 Commercial
flop
– $15k cost
– closed architecture
– lacking key functionality (spreadsheet)
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Apple Lisa - ‘82
 Based
 More
on ideas of Star
personal rather than office tool
– Still expensive!
 Failure
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Apple Macintosh - ‘84
 Aggressive
pricing - $2500
 Not trailblazer, smart copier
 Good interface guidelines
 3rd party applications
 High quality graphics and laser printer
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Windows 95
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Handhelds
 Portable
computing + phone
 Newton, Palm, Blackberry, iPhone
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Human Capabilities
 Want
to improve user performance
 Know
the user!
– Senses
– Information processing systems
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Senses
 Sight,
hearing, touch important for
current HCI
– smell, taste ???
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Sight
 Visual
System workings
 Color
- color blindness: 8% males,
1% females
 Much
done by context & grouping
(words, optical illusions, …)
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Eyes
Retina receives image
 Light sensitive cells
 Two types:
Eye

Light
Optic Nerve
– Rods
•
•
•
•
•
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Monochrome
Sensitive to entire visible spectrum
Small
Fast-acting
Distributed throughout Retina
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Eyes-Retina
 Retina
Cells: Cones
– Three types
• Red, Green, Blue
• Each type sensitive to limited range of visible light
• Cones are larger cells than rods
• Cones are less sensitive
• Strongly concentrated in Fovea
• Relatively few cones outside fovea
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Fovea
 High-resolution
area of Retina
– It’s what you point your eyes at to get good
image
– About 2 degrees visual angle
– Densely packed with Rods + Cones
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Hearing
 Often
taken for granted how good it is
– Pitch - frequency
– Loudness - amplitude
– Timbre - type of sound (instrument)
 Sensitive
to range 20Hz - 22000Hz
 Limited spatially, good temporal
performance
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Hearing
 Sounds
can be perceived as coming from
a location
– Not terribly accurate
– Cone of confusion
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3D Audio Perception
 3D
Audio cues:
– Interaural Time Difference
– Interaural Intensity Difference
– Pinnae filtering
– Body filtering
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Touch
 Three
main sensations handled by
different types of receptors:
– Pressure (normal)
– Intense pressure (heat/pain)
– Temperature (hot/cold)
 Where
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important?
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Models of Human Performance
 Predictive
 Quantitative
– Time to perform
– Time to learn
– Number and type of errors
– Time to recover from errors
 Approximations
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Basic HCI

Model Human Processor
– A simple model of human cognition
– Card, Moran, Newell 1983

Components:
–
–
–
–
–
Senses
Sensory store
Short-term memory
Long-term memory
Cognition
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Model Human Processor
Basics
 Based
on Empirical Data
 Three interacting subsystems
– Perceptual (read-scan)
– Cognitive (think)
– Motor (respond)
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Information Processing
 Usually
serial action
– Respond to buzzer by pressing button
 Usually
parallel recognition
• Driving, reading signs, listening to radio
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Model Human Processor
Basics
 Parameters
– Processors cycle time of 50-200ms
– Memories have type, capacity, decay time
 Types
– Visual
– Auditory
– Tactile
– Taste, smell, proprioception, etc
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Model
picture
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Model Picture Closeup
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Perceptual Processor
 Continually
“grabs data” from the sensory
system
 Cycle time: 100ms [50 - 200] ms
 Passes data to Image Store in
unrecognized form
– “Array of Pixels” (or whatever it is) from eyes
– “Sound Intensities” from ears
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Sensory Store
The “input buffer” of the senses
 Stores most recent input unrecognized
 Storage time and capacity varies by type

– Visual:
NominalRange
• Capacity:
17letters of text [7 - 17] letters
• Decay Time: 200ms
[70 - 1000] ms
– Audio:
• Capacity:
5 letters of text [4.4-6.6] letters
• Decay Time: 1500 ms
[900 - 3500] ms
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Memory
 Three
“types”
– Short-term memory
Conscious thought, calculations
– Intermediate
Storing intermediate results, future plans
– Long-term
Permanent, remember everything ever
happened to us
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Memory: Sort Term
 Short
Term (Working) Memory (WM)
– Gets basic recognition from Sensory Store
• “Stop sign” vs. “red octagon w/white marks”
– 7 +/- 2 “chunks”
• 4048946328 vs. 404-894-6328
– WM:
NominalRange
• Capacity:
7 chunks
[5 - 9] chunks
• Decay Time: 7 seconds
[5 - 226] seconds
• Access Time: 70ms
[25 - 170] ms
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Memory: Long Term
 Long
Term Memory (LTM)
– “Unlimited” size
– Slower access time (100ms)
– Little decay
– Episodic & Semantic
 Why
learn about memory?
– Know what’s behind many HCI techniques
– Predict what users will understand
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LT Memory Structure
 Episodic
memory
– Events & experiences in serial form
 Semantic
memory
– Structured record of facts, concepts & skills
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Memory Characteristics
 Things
move from STM to LTM by
rehearsal & practice and by use in context
 We
“forget” things due to decay and
interference
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Interference
 Interference
– Two strong cues in working memory
– Link to different chunks in long term memory
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Interference
Exercise: Read the colors of these words
Introduction
Background
Theory
Lemma
Proof
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Read the colors of the words
Black
Red
Orange Yellow
Blue
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MHP Operation
 Recognize-Act
Cycle
– On each cycle, contents in WM initiate actions
associatively linked to them in LTM
– Actions modify contents of WM
 Discrimination
Principle
– Retrieval is determined by candidates that
exist in memory relative to retrieval cues
– Interference by strongly activated chunks
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Perception
 Stimuli that occur within one PP cycle fuse into a
single concept
– movies (frame rate)
• Frame rate > 1 / Tp = 1/(100 msec/frame) = 10 f/sec
– morse code listening rate
 Perceptual causality
– two distinct stimuli can fuse if the first event appears
to cause the other
– events must occur in the same cycle
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Operation
 Variable
Cognitive Processor Rate
– Cognitive Processor cycle time Tc is shorter
with greater effort
– Induced by increased task
demands/information
– Decreases with practice
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Operation: Target finding
 Task:
Move hand to target area
 Fitts Law
– A series of microcorrections
• Correction takes Tp + Tc + Tm
– Time Tpos to move hand to target width W
which is distance D:
• Tpos = a + b log2 (d/w + 1.0)
– Movement time depends on relative precision
Jan 6, 2011
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Group Project
 Design
0
1
2
3
4
Jan 6, 2011
and evaluate a web-based system
Team
Understanding problem
Design
Implement prototype
Evaluate
IAT 334
83
Project Teams
4
people (diverse is best!)
– Arrange this in the Lab
– Team needs to all be in same lab section
 Consider
 Cool
Jan 6, 2011
schedules
name
IAT 334
84
Read for next week
 Shneiderman
& Plaisant
– Chapters 1 + 2
Jan 6, 2011
IAT 334
85
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