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A Project

Communication
Design M1
HTWG Constance

Touch Research
P2: HCI
Overview
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.
H1 Human Information
Processing
H2 Language,
Communication, Interaction
H3 Ergonomics
C1 Input and Output
Devices
C2 Dialogue
Techniques
C3 Dialogue Genre
C4 Computer Graphics
C5 Dialogue
Architecture
D1 Design Approaches
D2 Implementation Techniques
D3 Evaluation Techniques
D4 Example Systems and Case Studies
Use and Context
U1 Human Social Organization and Work
U2 Application Areas
U3 Human-Machine Fit and Adaptation
The uses to which computers are put
are spoken of as 'applications (U2) in the

computer world. These uses and the extent to

which the interface (and the application logic


in the rest of the system) fits (U3) them can have a
profound impact on every part of the interface and its
social, work, and
success. Moreover, the general

business context (U1) may be important.


human as an interacting
U1 Relates to the

social being. It includes a concern with the nature of


work, and with the notion that human systems and technical
systems mutually adapt to each other and must be
considered as a whole.

E.g. models of work, workflow, cooperative


activity, office work
U2 The focus of this section is on classes of application

domains and particular application areas where


characteristic interfaces have developed.

E.g. characterization of application areas (e.g.,

individual vs. group, paced vs. unpaced)


E.g. on-line tutorial systems and help systems
U3 Part of the purpose of design is to arrange a fit between
the designed object and its use. Adjustments can be made (1)
either at design time or at time of use (2) by either changing
the system or the user and (3) the changes can be made by
either the users themselves or, sometimes, by the system.

E.g. user guidance: help techniques, documentation,


error-handling techniques
E.g. adaptive systems
Human
H1 Human Information
Processing
H2 Language,
Communication, Interaction
H3 Ergonomics
It is important to understand something about human
human
information-processing characteristics, how

action (H1) is structured, the nature of human


communication (H2), and human
physical and physiological
requirements (ergonomics, H3).
H1 Characteristics of the human as a processor of
information.

E.g. learning
E.g. motor skills
communication and
H2 Language as a

interface medium. Communication phenomena.

E.g. graphical interaction language


Anthropometric and physiological
H3

characteristics of people and their relationship to


workspace and environmental parameters.

E.g. arrangement of displays and control


E.g. fatigue and health issues
Interface
C1 Input and Output
Devices
C2 Dialogue
Techniques
C3 Dialogue Genre
C4 Computer Graphics
C5 Dialogue
Architecture
Machines have specialized components for interacting with
basically
humans. Some of these components are

transducers for moving information


(C1) physically between human and machine. Other
components have to do with the control structure

and representation of aspects of the


interaction (C2-C5).
C1 The technical construction of devices for

mediating between humans and machines.


Everything about output and input devices

In our case: Hands on a surface


C2 The basic software architecture and
techniques for interacting with humans.

gesture
E.g. touch-based input techniques,

E.g. scrolling and panning display


C2 The basic software architecture and
techniques for interacting with humans.

gesture
E.g. touch-based input techniques,

E.g. scrolling and panning display


C3 The conceptual uses to which the technical
means are put. Such concepts arise in any media discipline
(e.g., film, graphic design, etc.).

E.g. tool metaphor


E.g. personae, point of view
E.g. workspace models
C4 Basic concepts from computer graphics that
are especially useful to know for HCI.

E.g. solid modeling, splines, surface modeling, hidden


surface removal
C5Software architectures and
standards for user interfaces.

E.g. multi-user interface architectures "Look and


feel
E.g. standardization and interoperability
Design
D1 Design Approaches
D2 Implementation Techniques
D3 Evaluation Techniques
D4 Example Systems and Case Studies
The construction of human interfaces is both a matter of
design and engineering. These topics are
concerned with the methodology and practice of
interface design (D1). Other aspects of the
development process include the relationship of interface
engineering (both
development to the

software and hardware, D2-D4) of the


rest of the system.
D1 The process of design. Relevant topics from
other design disciplines.

E.g. typography
E.g. use of color

E.g. temporal sequencing


E.g. industrial design basics
D2 Tactics and tools for implementation.

E.g. prototyping techniques


E.g. object-oriented methods
E.g. data representation and algorithms
D3 Philosophy and specific methods for evaluations.

E.g. productivity
E.g. usability testing
E.g. interviewing techniques
D4 Classic designs to serve as extended examples of
human interface design.

E.g. everything we visited in Phase 1: Inspiration


- Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI,
historic keyboards
D4 Classic designs to serve as extended examples of
human interface design.

E.g. everything we visited in Phase 1: Inspiration


- Microsoft Surface, iPhone, Jeffrey Han, Mice, CLI,
historic keyboards
Goal
Next Milestone (#3)
Please send me your presentations!
Concentrate on the relevant HCI areas
Choose some of those areas to be described in the concept
Detail the concept along the chosen areas
Written, with graphics, with images
U1 Human Social Organization and Work: Cooperative
activity
U2 Application Areas: Individual versus group
U3 Human-Machine Fit and Adaptation: User guidance
H1 Human Information Processing: Learning and motor
skills
H2 Language, Communication, Interaction: Graphical
interaction language
H3 Ergonomics. Displays and control
C1 Input and Output Devices: Hands on a surface ...
C2 Dialogue Techniques: Gesture, scrolling and panning ...
C3 Dialogue Genre: Tool metaphor ...
C5 Dialogue Architecture: Multi-user interface look and feel

D1 Design Approaches: Sequencing ...
D2 Implementation Techniques: Prototyping (paper?) ...
D3 Evaluation Techniques: Productivity ...

D4 Example Systems and Case Studies: Thats where we


started!
Credits
www.flickr.com/creativecommons
/8471692@N07/1557956107/

/kitcowan/712113879/

/keylosa/184606430/ /onkel_wart/2377883376/

/liewcf/894035077/

/cssa_ucsd/150160784/

/dmealiffe/171720479/ /sparktography/374064022/
ACM SIGCHI Curricula for Human-Computer Interaction:
http://sigchi.org/cdg/cdg2.html
Original Print Media: Copyright 1992 by the Association for
Computing Machinery, Inc.
Web Version: Copyright 1996 by the Association for Computing
Machinery, Inc.

University of Applied Sciences Constance, Faculty for


Communication Design, Project Touch Research:
http://www.htwg-konstanz.de
http://www.kd.fh-konstanz.de/dina8/daten_e.php?wodenn=will
http://www.felgner.ch/2008/04/touch_research.html

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