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Short Introductions - Chapter 1 What Is Interaction Design? - Part 1

This document provides an overview of an introductory lecture on interaction design. It begins with short introductions of the lecturer, Dr. Christine Lisetti. It then discusses what human-computer interaction (HCI) is, including its origins in the late 1970s/early 1980s with the shift to smaller personal computers. HCI is concerned with designing interactive systems for human use. The document outlines key aspects of interaction design like understanding user needs, capabilities, and context to optimize interactions. It also discusses how interaction design involves designing interactive products and spaces to support how people communicate and interact in their everyday lives.

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hadi
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0% found this document useful (0 votes)
142 views10 pages

Short Introductions - Chapter 1 What Is Interaction Design? - Part 1

This document provides an overview of an introductory lecture on interaction design. It begins with short introductions of the lecturer, Dr. Christine Lisetti. It then discusses what human-computer interaction (HCI) is, including its origins in the late 1970s/early 1980s with the shift to smaller personal computers. HCI is concerned with designing interactive systems for human use. The document outlines key aspects of interaction design like understanding user needs, capabilities, and context to optimize interactions. It also discusses how interaction design involves designing interactive products and spaces to support how people communicate and interact in their everyday lives.

Uploaded by

hadi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

1/15/17

Overview

• Short introductions
• Chapter 1 What is interaction design? – part 1
• What is human-computer interaction (HCI) and why do we need it?
Lecture 1 • What is interaction design (ID)?
• What is user experience (UX)
Chapter 1 part 1: What is • Course syllabus

interaction design? • Assignments


• Discussion of Individual Homework assignment H1:
Christine Lisetti • Website creation, Project Brainstorming, AngularJS start
• Reading assignments for next class and for next week
Human-Computer Interaction
CAP 4104 / CAP 5109 • Quiz 0

1 2

Short introductions

• Dr. Christine Lisetti • Research interests


• Associate Professor • Human-computer interaction with
• Office: focus on
• ECS 361 • intelligent virtual agents and
• Office Hours: • affective computing
• Wednesdays 3:30pm - 5pm • Application areas:
• and by appointment • health avatars and
• 3D simulation for learning social
Short introductions • Email: [email protected] skills

3 4

And now about you...

• In 15 seconds, tell us:


• your name
• your level: Graduate or Undergraduate
What is Human-computer
interaction (HCI) and why do we
need it?

5 6

1
1/15/17

Why was HCI needed? HCI: a working definition

• A discipline “concerned
• In the late 1970s and early 1980s, shift: • with the design, evaluation, and implementation of interactive computing
• from systems for human use and
• large computers in secured rooms • with the study of major phenomena surrounding them” (ACM SIGCHI, 1992)
• operated only by engineers
• to
• small computers
• operated by people without a technical background
• in homes and workplaces
• So
• ease of use,
• the human side,
• user acceptance,
all became more important!

7 8

Constraints of people matter

• Technology was the constraint for years


• But now it’s not
• User needs/goals (“domain knowledge”)
• User capabilities
• User context (including groups)
• User values

9 10

11 12

2
1/15/17

Changes in HCI research

• The main topics of HCI have shifted over time:


• 1980s
• Word processing and database interfaces
• 1990s
• Web usability, e-mail, groupware
• 2000s
• User-generated content, tagging, social networking
• 2010s
• User experience, interaction design, aesthetics, emotions, virtual agents What is interaction design?

13 14

Dilemma What to design

• Which is the best way to interact with a smart TV? • Need to take into account:
• Standard remote device? • who the users are
• Apple slimline remote control? • what activities are being carried
• Minnum’s new keyboard? out
• where the interaction is taking
place

• Need to optimize the


interactions users have with a
product
• so that they match the users’
activities and needs

http://minuum.com

15 16

Understanding users’ needs Domain knowledge isn’t enough

• Need to take into account


• what people are good and bad at

• Consider
• what might help people in the way they currently do things

• Think through
• what might provide quality user experiences

• Listen to
• what people want and get them involved

• Use
• tried and tested user-centered methods

17 18

3
1/15/17

Human capabilities matter So what is interaction design?


• Physical abilities
– Human factors • “Designing interactive products
– Perception to support the way people
communicate and interact in
their everyday and working
• Mental abilities lives.”
– Psychology • Preece, Sharp and Rogers
– Linguistics (2015)

• “The design of spaces for


human communication and
interaction.”
• Winograd (1997)

19 20

Is interaction design beyond HCI? Goals of interaction design

• Main difference between Interaction Design (ID) and Human- • Develop usable and enjoyable products
Computer Interaction (HCI) • Usability means
• Is one of scope • easy to learn
• ID has much wider net • effective to use and
• ID is concerned with • provide an enjoyable experience
• the theory
• research, and • Involve users in the design process
• practice of designing user experiences for all manner of technologies,
systems and products
• HCI traditionally had a narrower focus (see definition earlier)

21 22

Which kind of design? Relationship between ID, HCI and other fields

• Number of other terms used emphasizing what is being designed, Academic disciplines contributing to ID:
e.g. • Psychology
• user interface design • Social Sciences
• software design • Computing Sciences
• user-centered design • Engineering
• product design
• Ergonomics
• web design • Informatics
• experience design (UX)

• Interaction design is the umbrella term covering all of these


aspects
• fundamental to all disciplines, and
• approaches concerned with
• researching and designing computer-based systems for people

23 24

4
1/15/17

Relationship between ID, HCI and other fields Relationship between ID, HCI and other fields

Design practices contributing to ID: • Interdisciplinary fields that ‘do’ interaction design:
• Graphic design • HCI
• Product design • Ubiquitous Computing
• Artist-design • Human Factors
• Industrial design • Cognitive Engineering
• Film industry • Cognitive Ergonomics
• Computer Supported
Co-operative Work
• Information Systems

25 26

Working in multidisciplinary teams

• Many people from different backgrounds involved

• Different perspectives and ways of seeing and talking about


things
What about the user experience
• Benefits
• more ideas and designs generated (UX)?
• Disadvantages
• difficult to communicate and progress forward the designs being
create

27 28

Why was the iPod user experience such a


The User Experience
success?
• How a product behaves and is used by people in the real world
• the way people feel about it and their pleasure and satisfaction • Quality user experience from
• when using it, looking at it, holding it, and opening or closing it the start
• “every product that is used by someone has a user experience: • simple
• e.g. newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2010) • elegant,
• “all aspects of the end-user's interaction with the company, its services, and its • distinct brand
products. (Nielsen and Norman, 2014) • pleasurable
• must have fashion item, catchy
• Cannot design a user experience names
• only design for a user experience • cool, etc.

29 30

5
1/15/17

The User Beauty matters, flow matters


Experience
• But it’s not
just the
Model
Human
Processor
• Emotions matter

31 32
http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html

Beauty matters, flow matters Beauty matters, flow matters

33 34
http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html

Concept of flow Context matters

• People have other values, things to do


• Concept of flow (Csikszentmihalyi, 1997) refers to • economics
• state of intense emotional involvement • philosophy and critique and culture
• that comes from being completely involved in an activity (e.g. playing • programmers forget this! But they shouldn't
music)
• and where time flies
• Instead of designing web interfaces to cater for visitors who know what
they want,
• induce a state of flow,
• leading the visitor to some unexpected place,
• where they become completely absorbed

35 36

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1/15/17

Doing things... in context

Course syllabus

37 38

Course Objectives My personal goal for you in the course

• Upon successful completion of this course, students should be able • In addition to content-specific objectives reflected by the topics in
to: the course calendar, I have these personal goals for each student:
• Describe and apply core methodologies from the field of HCI • to get you to think deeply and carefully about the subject,
• Define a user-centered design process that explicitly takes account of the fact • to help you to genuinely like the subject,
that the user is not like the developer or their acquaintances • to provide knowledge and skill useful to you in your career following life in
• Design, prototype, implement and evaluate usable and satisfying graphical college,
interactive computer interfaces • to engender a deeper interest (perhaps in some of you) that can be pursued
• Implement simple graphical user interfaces using AngularJS beyond this course, and
• to have a little fun in the process.​

39 40

Class time Class time

• Class time will be split between • In summary, it is our goal for you to master the development
• content-based lectures activities of the ID lifecycle process.
• devoted to covering course materials, sometimes highlighting or skimming through the
slides. • You are exposed to each activity in several ways.
• in-class activities. • So you will need to
• provide an initial opportunity for experience with the interaction design (ID) • first read the book before the lecture on the topic, according the schedule on
development lifecycle activities. the course website
• Outside of the classroom, you will acquire more in-depth hands-on • then I will review the highlights in lectures, and you will get some initial
experience in individual assignments and a team term project. practice via in-class exercises.
• Finally, you will apply them in a more realistic hands-on situation through
• individual homework assignments, and a
• semester-long team project assignments.

41 42

7
1/15/17

Prerequisites Textbooks
• Required • Optional References
• Jenny Preece, Helen Sharp, David Benyon, Phil Turner, and
• Undergraduate students must have successfully completed Yvonne Rogers. Interaction Susan Turner. Designing
Programming II (COP-3337). Design: Beyond Human- Interactive Systems: Designing
• All students must be able to Computer Interaction, 4th Edition, Interactive Systems: A
Wiley, 2015. Comprehensive Guide to HCI,
• program in a high-level programming language, and
• Additional reading material will UX and Interaction Design, 3rd
• become proficient on their own in the basics of AngularJS by the middle of be provided on the course
the semester. Ed., Addison Wesley, 2013.
website. ​

43 44

Grading Reading assignments

• Quizzes 10% • You will be responsible for


• Class participation 10% • keeping up with readings in the book per the schedule given in the course
calendar.
• Individual Homework 20% • setting your own reading pace to keep ahead enough to be prepared for class
• Term project 35% discussions and exercises.
• knowing where we are in our class discussions,
• Final Exam 25% • with respect to finding your place in the class lecture slides.

45 46

Quizzes Class participation

• Quizzes will cover the material of the previous and current week. • Getting full credit for the in-class exercises is easy.
• No make-up quizzes will be given. • This is truly a case where showing up is half the battle.
• Just be there and be willing to participate in each in-class activity and
do a good job of it.
• In assessing the "do a good job" part of this activity for each
individual, I will be looking for:
• Presence or absence of the individual
• Preparedness, knowledge of material
• Care and correctness in applying it
• Intangibles (getting into role, etc.)

47 48

8
1/15/17

Homework Term projects

• Homework assignments will be individual assignments • Students will work on their term project in teams,
• available on the course website, and • formed early at the beginning of the semester.

• due at the beginning of class according to the course schedule listed on the • The term project will involve
website. • designing,
• implementing, and
• evaluating a system in terms of the concepts and using the methodologies
• Students in CAP5109 will have an additional assignment discussed in class.
• to conduct a small literature review related to their term project, • Students will incrementally go through the phases of the interaction design
• based on selected reading material. (ID) lifecycle, including
• requirements gathering and analysis,
• design,
• paper prototyping,
• computer prototyping, and
• several methods of usability analysis and evaluation.
• The course will also involve the implementation of simple user interfaces
using AngularJS.
49 50

Final exam Course website

• There will one exam: • Website: www.cis.fiu.edu/~lisetti/hci


• a two-hour final exam pre-scheduled on PantherSoft during final week. • ID:
• It is currently scheduled on Thursday 04/27/2017 9:45 am - 11:45am (I do • Password:
not schedule final exams, FIU does).
• You can already check the time and classroom on your PantherSoft account
under this course.
• No make-up exams will be given, no exception.

51 52

Individual Homework assignment (H1) –


DUE next Thursday
a. Administrative
• Pick three different project ideas that you would be interested in working on
• make a rough sketch of a user interface (a scanned or photographed sketch on paper is best)
• and write a 1 paragraph proposal for each, further fleshing out the idea.
• Create one Adobe .pdf file for each project idea (use the le name convention: hw1-idea1.pdf,
hw1-idea2.pdf, hw1-idea3.pdf).
• Post your write-ups and sketches for each idea on your web page in your order of preference
• These will be used to help form project teams.
b. Brainstorming Assignment
• Create a personal course web page with your name and email address at the at the top and

Assignments • post it to a server: The School of Computing & Information Sciences (SCIS) provides students
with a webspace available to host your own website (see instructions on assignment postd
website)
c. AngularJS
• Start working your way through AngularJS tutorial (angularjs.org)

Go to www.cis.fiu.edu/~lisetti/hci/homework.html for details and further


instructions

53 54

9
1/15/17

Reading Assignments for QUIZ 0 – demographics and feedback


next class and next week
• Getting to know you…
• Reading Assignment for next class • Getting some feedback from you
• Course Syllabus handout
• Course Schedule on our website at URL:
www.cis.fiu.edu/~lisetti/hci/schedule.html
• Chapter 1 - What is interaction design
• skim through it
• Lecture Notes (Powerpoint slides) on Chapter 1
• go to www.cis.fiu.edu/~lisetti/hci/schedule.html
• download the slides from the link under the first Lecture “Overview of HCI and ID,
Syllabus” which includes both lectures (Tuesday and Thursday) on Chapter 1
• Quiz 1 for next class will be on the lecture notes
• Reading assignment for next week
• Chapter 9 – The Process of Interaction Design (i.e. ID lifecycle)

55 56

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