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CS 352
HCI
What is HCI?
Human-computer interaction is: “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).
Other definitions:
- Optimizing user's interaction with system, environment, or product.
- How do we bring tech. in line with user expectations?
Usability Engineering vs. Interaction Design
Interaction design definition: Designing interactive products to support people in their everyday and working lives.
Usability engineering definition: Nielson doesn't really give one. It's a solid process by which you can create usable software.
Active Areas of HCI
- Novel interfaces/techniques.
- Design & design practices.
- Communication.
- How medium affects the message.
- Accessibility & universal computing.
- Work efficiency.
Why should we care?
- Computers affect most people:
- 89% of US has access to computers. 65% are online.
- Have to deal with businesses and gov't agencies.
- Computers are everywhere.
- Success often depends on ease of use more than power or features.
Case for HCI
- Nielsen
- Increase learnability.
- Increase efficiency.
- Increase memorability.
- Decrease errors.
- Increase satisfaction.
- Preece
- Utility?
- Effectiveness?
User Experience Goals (Preece)
Preece introduces user experience goals:
- Satisfying.
- Enjoyable.
- Fun.
- Entertaining.
- Helpful.
- Motivating.
- Aesthetically pleasing.
- Supportive of creativity.
- Rewarding.
- Emotionally fulfilling.
Are these always good/desirable?
- Depends upon the application.
- E.g. emotional fulfillment in Excel.
Case Against Usability
There are places where usability may not be good:
- Security systems.
- Medicine (e.g. medicine bottles).
- Complex system operators (make it too easy → operator stupidity).
Examples of poor usability:
- Home electronics with the only controls being the remote. (Lose the remote and get hosed.)
- Scientific calculators/too much functionality in too little space.
- QWERTY for English.
Evolution of Usability
History of Computer Interaction
40s-50s: Batch
- Computer performed one task at a time.
- No interaction once computation started.
- Switches, wires, punch cards, and tapes for I/O.
60s-70s: Command line
- Computers hit “big business.”
- More varied tasks.
- Text processing, email, etc.
- Teletype terminals.
80s-present: WIMP
- (Windows, Icons, Mouse, Pointer)
- Computers in the home, everyday tasks, no training.
- From multi-user to multitasking systems.
- WIMP interface allows you to do several things simultaneously.
- Has become the familiar GUI interface.
People in Computing History
Innovator: Ivan Sutherland
- SketchPad – 1963 – first interactive drawing program on computer.
- Hierarchy.
- Master picture with instances.
- Constraints.
- Icons.
- Copying.
- Light pen input device.
- Recursive operations.
Douglas Engelbart
- Invented mouse/pointer.
Paradigm: Direct Manipulation
You are interacting with the image on the screen.
- '82 Shneiderman describes appeal of rapidly-developing graphically-based interaction.
- Object visibility.
- Incremental action and rapid feedback.
- Reversibility encourages exploration.
Paradigm: Metaphor
Metaphor paradigm involves mapping the real world onto computer use.
- All use is problem-solving or learning to some extent.
- Relating computing to real-world activity is an effective learning mechanism.
- File management on office desktop.
- E.g. financial analysis as spreadsheets.
Project
Library Field Trip
- Going to learn how to watch people, environment, etc.
- Learn how to take notes.
Proposal
- Find a usability problem.
- Research problem.
- Create a proposal.
Research
Usability and Design Process
Basic Questions
- What is usability in terms of design/requirements?
- It's essentially the same thing, come at from different angles.
- HCI from user standpoint, software engineering from developer's standpoint.
- When and where in design/build process do you use usability?
- Everywhere.
User-Centered Design Process
- Identify users
- Identify activities/contexts.
- Identify needs.
- Derive requirements.
- Derive design alternatives.
- Build prototypes.
- Evaluate prototypes.
- Iterate.
- Ship, validate, maintain.
Understanding Users
- Need to take into account:
- Who users are
- What activities are being done
- Where interaction takes place
- Conditions may exclude or require certain interface choices, e.g. use of sound.
- Need to optimize interactions users have with a product.
- Such that they match user activities and needs.
Understanding Users (2)
Who are the users?
- Those who interact directly w/ product.
- Managers of direct users.
- Receivers of the product's output.
- Purchasers of the product.
- Users of competitor's products.
Populations and Sampling
- Identify user groups.
- Make sure all are represented in your study.
- Make sure more than one person from each group is represented in your study.
- How much to study?
- Time.
- Subjects.
- Random vs. non-random sampling.
Studying Users
Each method of learning about users will be more appropriate depending upon the context.
- Questionnaires.
- Difficult to create in unbiased way.
- Reach lots of people quickly.
- Interviews.
- Time-consuming.
- Noisy analysis.
- Can reveal information you didn't think of.
- Focus groups.
- Various levels of structure.
- One person can dominate.
- Naturalistic Observation
- Ethnomethodological.
- Contextual inquiry.
- Participatory design.
- Documentation.
Naturalistic Observation
What are needs?
- Users often don't know what's possible.
- Users can't tell you what they need to achieve goals.
- Instead, look at existing tasks:
- Context
- Information required
- Collaboration
- Why it's done that way
- Envisioned tasks:
- Can be rooted in existing behavior.
- Can be described as future scenarios.
- Based upon observation, design a system that meets user's needs in a great way.
Ethnography
- “Writing the culture.”
- Ethnographer takes part in the world for extended periods of time, passive observer.
- “World” ⇒ company, society, family, etc.
- Observe everything taking place: Activities, environments, interactions, practices, etc.
- Hidden assumption: We don't always know what we know or do, make the implicit explicit.
- Not limited to any particular scope.
- Gather info on all observations.
- Noisy, but very rich and detailed data.
- Two types: Participant observation and Contextual inquiry.
- Participatory Observation
- “Going native”
- Ethnographer part of culture.
- May be difficult to relate back.
- May influence outcome.
- Tries not to make judgements about why events happen.
- Contextual inquiry
- Ethnographer less embedded in the culture.
- Apprentice relationship to actor.
- Some observation followed by questions to the actor to clarify meaning.
- Tends to get more focused data.
- Prone to rationalizations and tall tales.
- When have to explain/vocalize, actor may come up with a story.
- Problems with ethnography.
- Data is very disorganized.
- Difficult to know what to do with it.
- Needs further refinement before it can be applied.
- Use cases
- Scenarios
- Task analysis
- Workflow models
- Ethnogaphy often good starting point, but rarely self-sufficient.
Observation
- Subject knowledge/consent.
- Public vs. private places.
- If the observee has expectation of privacy, you must have consent.
- Medium
- Notebook
- Audio tape
- Video/photographs
- Puts people less at ease. (⇒ modifies behavior to some extent)
- Transcription
- Within 24 hours.
- Cleaned up version of notes.
Ethics
Learning Objectives
- Discuss ethical concerns.
- Role of IRB.
- Principles and origins of Belmont report.
- Principle of informed consent & considerations surrounding.
- Responsibilities to participants before, during, after study.
History
- Nuremberg doctor trials.
- Milgram obedience experiments.
- Thalidomide study.
- Untreated syphilis study.
- Human radiation experiments.
Nuremberg doctor trials
- Nazi physicians charged conducting inhuman experiments on civilians and prisoners.
- High altitude experiments:
- 40% participants died.
- Parachuting into cold water.
- 30% died.
- Wound, burns, amputation, chemical and biological agent exposure.
- Mortality of 25%, many disabled or scarred for life.
- Code of ethics developed in aftermath.
- Informed consent.
- Anticipated results should justify experiment.
- Human experiments should be based upon animal results.
- Physical and mental suffering and injury should be avoided.
- There should be no expectation of death or disabling injury.
- Degree of risk should be weighed by potential benefit.
- Proper preparation & precautions should be taken.
- Only qualified scientists should conduct medical research.
- Subject has right to end experiment at any time.
- Scientist must be prepared to end experiment if subject at risk.
- Code did not have much effect.
Milgram obedience experiments
- Designed to answer question “Could it be that Eichmann and hist milion accomplices in the Holocaust were just following orders?”
- Subject was “teacher,” learner was an actor paid by researcher, following a script.
- Subject asked to administer electrical shocks when learner was wrong.
- Psychologists said 1 in 1,000 would administer maximum shock (thus obeying supervisor).
- In reality, 63.75% administered the maximum shock.
- “I observed a mature and initially poised businessman enter the lab smiling and confident. Within 20 minutes he was reduced to a twitching, stuttering wreck, who was rapidly approaching a point of nervous collapse.” S. Milgram in Obedience to Authority.
Belmont Report
Basic Principles
- Respect for persons.
- Beneficence.
- Justice.
Institutional Review Board
- IRB has authority to approve, require modification, or disapprove all research activities.
- Purpose: Review research and determine if the rights and welfare of human participants involved in research are adequately protected.
- Safeguard mechanism.
Informed Consent
- Informed consent is a process of information exchange that takes place between the prospective investigator, before, during, and after study.
- Comprehension: Investigators responsible for ascertaining that the participant has comprehended the information.
- Voluntariness: Agreement to participate in the research constitutes a valid consent only if voluntarily given.
- Must not be coerced through any means, including incentive.
Investigator's Responsibilities
- Investigators bear ultimate ethical responsibility for their work with human participants.
- Other responsibilities include:
- Compliance with laws.
- Assuming fiscal management.
- Supervising/training of students, post docs, and residents.
- Complying with terms and conditions of sponsor's award.
- Submission of all technical, progress, invention, and financial reports on timely basis.
Project Description
- Groups of 4-5
- Four phases:
- Proposal (2/7)
- Prototype 1 (2/21)
- Evaluation plan (2/28)
- Final system & evaluation (3/16)
Proposal
Identify a real usability need, for a real population.
- Describe the problem (current breakdown and the ideal situation).
- Document the problem (how you know there is a problem to begin with).
- Who are your users.
- Ideas about a solution.
Prototypes
- Build a presentation for a design gallery.
Evaluation Plan
Based upon feedback from prototype and problem you identified:
- Write a convincing and realistic evaluation plan to see if you have reached all/some of your objectives.
- Perform said evaluations on your fellow students.
Final Presentation
- Just like prototype presentation, but you add in your final design, how it evolved, etc.
Other Study Techniques
Cognitive Walkthrough
- Subject is usually an expert in UI, etc.
- Think-Aloud protocol is part of cognitive walkthrough:
- User describes verbally what he's thinking while performing tasks.
- What they believe is happening.
- Why they take an action.
- What they are trying to do.
- Researcher takes notes about task and actions.
- Makes less assumptions about why things are happening.
- Very widely used.
- Yields good results with few people.
- Potential problems:
- Can be awkward for participant.
- Can modify way user performs tasks.
Alternative
- What if thinking aloud will be too disruptive?
- Can use post-event protocol.
- User performs session, then watches video and describes what she was thinking.
- Sometimes difficult to recall.
- Opens up door of interpretation/rationalization.
Related: Diary Study
- Subject asked to keep journal of daily activities.
- Record actions, reasons, and other observations.
- Not always subjective.
- Prevents researcher from having to be everywhere 24/7.
Interviews
- 3 types:
- Structured:
- Well-defined agenda.
- Efficient.
- Require training.
- Unstructured:
- No agenda.
- Let subject go in whatever direction they need to go.
- Difficult to not influence direction.
- Inefficient.
- Less training.
- Semi-structured:
- Good balance of training/efficiency.
- Often appropriate.
Semi-Structured Interviews
- Predetermine data of interest - know why you are asking questions, don't waste time.
- Guidelines:
- Stay concrete (specific).
- “So when the new guy joined the team and hadn't gotten his email account set up yet, what happened then?” vs. “What generally happens here when someone new joins the team?”
- Signs to look for:
- Interviewee waves hand and looks up at ceiling ⇒ generalization coming.
- Use of passive voice, “generally”, “usually”, “should”, “might”
Surveys
- General Criteria
- Make questions clear and specific.
- Ask some closed questions with a range of answers.
- Sometimes also have a no opinion option, or other answer option.
- Do test run with two or three people.
- Likert Scale
- Usually odd # of points: 5, 7 point scale; agree to disagree.
- Could also use words for each level.
- Sometimes need to use black & white answer questions to get a normalization range.
- Other Typical Questions
- Rank importance of each of these items…
- List the four most important tasks that you perform (open question).
- List the pieces of information you need to have before making a decision about X, in order of importance.
- Are there any other points you would like to make?
Participatory Design
- Scandanavian history.
- Scandanavia has fairly strong labor unions.
- Workers involved in all decisions.
- Emphasis on social and organizational aspects.
- Based on study, model-building, and analysis of new and potential future systems.
- User is a part of the team.
- Immediate feedback.
- Sanity checking.
- Much tighter feedback cycle.
User Centered Design
Input & Output
- Gather data:
- Surveys/questionnaires.
- Interviews.
- Etc.
Represent Data
Task Outline
- List what task is about.
- Add progressive layers of detail as you go.
- Know in advance how much detail is enough.
- Can add linked outlines for specific subtasks.
- Good for sequential tasks.
- Does not support parallel tasks well.
- Does not support branching well.
Use Cases/Scenarios
- Describe tasks in sentences.
- More effective for communicating general idea of task.
- Scenarios: “informal narrative description”
- Focus on tasks/activities, not system (technology) use.
- Use Cases
- Focus on user-system interaction, not tasks.
- How to do a task using the system, not what tasks to do.
Hierarchical Task Analysis
- Graphical notation & decomposition of tasks.
- Goals – what the user wants to achieve.
- Tasks – do these to achieve the goals.
- Looping, conditionals integrated.
- See slides for example hierarchy.
- Types of Plans:
- Fixed sequence
- Optional tasks
- Waiting events
- Cycles
- Time-sharing
- Discretionary
ER Diagram
- Objects/people with links to related objects.
- Stress relationship between objects and actions.
- Close to the type of thing you would say to a DB designer or programmer.
- More difficult for user to understand.
- No way to represent knowledge, ideas, motivation, etc.
- Lends itself better in specifying to a developer what he needs to create.
Flow Charts
- Many types.
- Decisions
- Actions
- Information flow
- Combines ERD with sequential flow, branching, parallel tasks.
- Tracks something being moved around.
- Visually appealing, easy to understand.
- More abstract than HTA.
- Much quicker overview of system.
Midterm
- What is usability engineering/HCI/user-centered design?
- Define
- Describe process/target problems
- Arguments for UE/HCI/UCD/UE/HCI/UCD in historical context
- Basics of human subjects research
- Some history/background
- Importance of Milgram experiments
- Basics of Belmont report
- Studying Users
- Describe methods discussed in class
- Argue pros & cons of each, different variations
- Propose an approach to studying a given hypothetical place/situation, and argue why
- How to organize and analyze data
Prototyping & Design
What is a prototype?
A prototype is a simplification of a system.
In interaction design, it could be:
- Screet sketches
- Storyboard
- Slide show
- Video simulation
- Lump of wood (Physical mock up)
- Software with limited functionality
Why prototype?
Put many ideas out there. By making prototypes, you can evaluate many options effectively.
Facilitates evaluation:
- Stakeholders can see, hold, interact with.
- Team members can communicate more effectively.
- Test ideas yourself.
- Encourages reflection.
- Answer questions, support designers in choosing among alternatives.
What to prototype?
- Work flow, task design
- Screen layouts and information display
- Difficult, controversial, critical areas
Compromises
All prototypes involve compromises. For software prototyping there may be a slow response, stetchy icons, limited functionality, etc.
Low Fidelity Prototyping
- Rough prototype of system.
- Uses medium unlike the final medium.
- Quick, cheap, easily changed.
- Encourages high level criticism; problems with conceptual models and fundamental usability or functionality issues.
- Users unafraid to suggest major changes.