CIS 20.1
Human Computer Interaction (HCI)
(adapted from Prof Sklar's notes, and B. Shneiderman - Designing the User Interface)

Human computer interaction

Human–computer interaction is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and hardware, for example, general-purpose computer peripherals and large-scale mechanical systems, such as aircraft and power plants. The following definition is given by the Association for Computing Machinery[1]:

"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."

Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, and human performance are relevant. Engineering and design methods are also relevant. Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success. HCI is also sometimes referred to as man–machine interaction (MMI) or computer–human interaction (CHI).

User interfaces

Affordance

Four principles for interface design:

  1. Follow conventional usage, both in the choice of images and the allowable interactions.
  2. Use words to describe the desired action
  3. Use metaphor.
  4. Follow a coherent conceptual model so that once part of the interface is learned, the same principles apply to other parts.
7 Stages of Action

Used by Norman to describe the psychology of a person performing a task

  1. Forming the goal
  2. Stages of execution
  3. Stages of Evaluation

Breaking down a task into the above steps aids one in identifying the

Gulf of Execution

Gulf of Evaluation

Object-Action vs Action-Object Model

Three Principles of Good Design

Principle 1: Recognize the Diversity

Knowledge of user audience provides information as to how to design the interface

Principle 2: Eight rules of interface design

  • be consistent
  • enable frequent users to use shortcuts
  • provide helpful feedback for every user action
  • provide closure with dialogs
  • prevent errors where possible and otherwise handle errors elegantly
  • allow reversal of actions
  • make users feel in control ("internal locus of control")
  • limit memory load

    Principle 3: Prevent Errors

    Results from the field of Psychology

    Fitts Law
  • Power Law of Practice:

    Things to avoid

    Visual structure

    Usability Testing

    Technique used to evaluate a product by testing it on users (from Wikipedia)

    Heuristic Evaluation

    From Wikipedia:

    Nielsen's Heuristics

    (More detail in the Wikipedia article on heuristic evaluation)