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Part 1: Short Overview Basic Concepts Part 2: UIs in Ubiquitous Computing Albrecht Schmidt Embedded Interaction Research Group http://www.hcilab.org University of Munich
Defining HCI
Computer science view point: Interaction between one or more humans and one or more computational machines
What is Usability
Usability 101 by Jakob Nielson
Usability is a quality attribute that assesses how easy user interfaces are to use. The word usability also refers to methods for improving ease-of-use during the design process. Usability has five quality components:
Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design?
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Several case studies that show the benefit of usability Usability is often considered as sign of quality Working with users can create ideas for new products, e.g. "similarities" feature at amazon.com
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Iterative evaluation
usability testing with different methods at various stages of the development process
Usability Testing
(high level overview)
Usability testing of software/web-applications assesses several factors, e.g.
Does application functionality match the user's needs? Is the application easy to learn? How easy is it for the user to accomplish tasks with the application? Is it easy to remember how to use the application? Does the user enjoy using the application, or does he/she become easily frustrated by it? Does the application do what the user expects?
Development Process
Examples of bad software are easy to find in the WWW or in various Usability Hall of Shame In Ubiquious Computing it is even easier to make bad user Interfaces (little understanding, no guidelines) Creating usable systems is a structured process and can be achieved by use of different methods
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Originally Managers
Managers
Code/Test
Programmers
Ship
Initiate
Managers
Code/Test
Programmers QA Designers
Ship
Initiate
Managers Designers
Code
Programmers
Test
QA
Usability Practitioners
Ship
Initiate
Design
Code
Ship
A conceptual model is used to predict the effect of actions performed. The conceptual model is based on:
Affordances basic properties of the device/system Constraints possible actions that can be performed Mapping relationship between controls and outcome Experience knowledge acquired that is related to the domain
Goals
Evaluation of interpretations
Sequence of actions
The World
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Gulf of Execution
The difference between the intentions and the allowable actions is the Gulf of Execution
How directly can the actions be accomplished? Do the actions that can be taken in the system match the actions indented by the person?
Example in GUI
The user wants a document written on the system in paper (the goal) What actions are permitted by the system to achieve this goal?
Gulf of Evaluation
The Gulf of Evaluation reflects the amount of effort needed to interpret the state of the system how well this can be compared to the intensions
Is the information about state of the system easily accessible? Is it represented to ease matching with intensions?
Example in GUI
The user wants a document written on the system in paper (the goal) Is process observable? Are intermediate steps visible?
Implications on Design
Principles of good design (Norman)
Stage and action alternatives should be always visible Good conceptual model with a consistent system image Interface should include good mappings that show the relationship between stages Continuous feedback to the user
Critical points/failures
Inadequate goal formed by the user User does not find the correct interface / interaction object User many not be able to specify/execute the desired action Inappropriate / mismatching feedback
Storyboards as in movies
A picture for each key scene
Paper Prototypes
Specify the set of tasks that should be supported Create a paper prototype using office stationery
Screens, dialogs, menus, forms, Specify the interactive behavior
Low-Fidelity Prototyping
Advantages of paper prototypes
Cheap and quick results within hours! Helps to find general problems and difficult issues Make the mistakes on paper and make them before you do your architecture and the coding Can save money by helping to get a better design (UI and system architecture) and a more structured code Enables non-technical people to interact easily with the design team (no technology barrier for suggestions)
Slow Iteration
High-fidelity Prototype
Looks & feels like the final product to the user
Colors, screen layout, fonts, Text used Response time and interactive behavior
Can be used to predict task efficiency of the product Feedback often centered around the look & feel Standard technologies for implementation
HTML, JavaScript Flash, Director, Presentation programs GUI Builder (e.g. Visual Basic, Delphi, NetBeans)
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
http://www.useit.com/papers/guerrilla_hci.html
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Horizontal Prototyping
Demonstrate the feature spectrum of a product Allows the user to navigate the system The actual functions are not implemented Helps to evaluate/test
Navigation (e.g. finding a specific function or feature) Overall user interface concept Feature placement Accessibility User preferences
Applicable in low fidelity prototyping and high fidelity prototyping Used in early design stages
To determine the set of features to include To decide on the user interface concept
Vertical Prototyping
Demonstrate a selected feature of a product Allows the user only to use this specific function The details of the function/feature are shown/implemented Helps to evaluate/test
The optimal design for a particular function Optimize the usability of this function User performance for this particular function
Mainly use in high fidelity prototyping but can be applicable to low fidelity prototyping Used in early design stages
To compare different designs for a specific function
Wizard-of-Oz
The man behind the curtain Basically dont not implement the hard parts in the prototype just let a human do Typical areas
Speech recognition Speech synthesis Annotation Reasoning Visual Perception
Provides the user with the experience without extensive implementation effort for the prototype
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Some Books
Jennifer Preece, Yvonne Rogers, Helen Sharp (2002). Interaction Design. ISBN 0471492787 Alan Dix, Janet Finlay, Gregory Abowd and Russell Beale. (2003) Human Computer, Interaction (third edition), Prentice Hall, ISBN 0130461091 Ben Shneiderman. (1998) Designing the User Interface, 3rd Ed., Addison Wesley; ISBN: 0201694972 Donald A. Norman. (1990) The Design of Everyday Things; ISBN: 0465067107 Alan Cooper, Robert M. Reimann. (2003) About Face 2.0: The Essentials of Interaction Design; ISBN: 0764526413 Andreas Holzinger. (2001) Basiswissen Multimedia. Band 3: Design; ISBN: 3802318587 Sven Heinsen, Petra Vogt (Herausgeber). (2003) Usability praktisch umsetzen. Ein Handbuch fr Software, Web, Mobile Devices und andere interaktive Produkte; ISBN: 3-446-22272-3.
Part 2
Ubiquitous Computing User Interfaces
Suchman, 1990
Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms
Hiroshi Ishii and Brygg Ullmer
Interactive Surfaces Transformation of each surface within architectural space (e.g., walls, desktops,ceilings, doors, windows) into an active interface between the physical and virtual worlds Coupling of Bits and Atoms Seamless coupling of everyday graspable objects (e.g., cards, books, models) with the digital information that pertains to them; Ambient Media Use of ambient media such as sound, light, airflow, and water movement for background interfaces with cyberspace at the periphery of human perception. http://tangible.media.mit.edu/papers/Tangible_Bits_CHI97.php
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
The projected image is processed to compensate for the perspective distortion pan/tilt video camera to detect hand/body activity on the projected area, people can interact with the projected image by simply touching the surface.
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
http://www.research.ibm.com/ed/
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Load-Sensing as Input
Weight Lab Lab environment with load-sensing floor, tables, and shelves Common furniture, unobtrusively augmented (wireless) Context Acquistion Tracking of people, objects, activities In presence of noise (cluttered surfaces)
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Context Call
(European Project 1999)
Ambient Displays
Linking web resources with ambient media Providing peripheral information
Ambient Displays
beyond notification Comparison of web access
Interaction with information means that the user focuses on the primary task. The user is not aware that she or he is operating a distributed set of connected computers.
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Explicit use requires an understanding of the conceptual model of the user interface!
implicit
modality
Implicit interaction
Implicit Human-Computer Interaction (iHCI) iHCI is the interaction of a human with the environment and with artefacts which is aimed to accomplish a goal. Within this process the system acquires implicit inputs from the user and may present implicit output to the user. Implicit Input Implicit input are actions and behaviour of humans, which are done to achieve a goal and are not primarily regarded as interaction with a computer, but captured, recognized and interpret by a computer system as input. Implicit Output Output of a computer that is not directly related to an explicit input and which is seamlessly integrated with the environment and the task of the user.
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
Actuators
Computer controlled devices Components in buildings and engineering
Production technologies
individualization E.g. 3D printing
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005
3D-print
Interaction devices with a specific form factor Custom made even if you only need for one task
References
Guerrilla HCI: Using Discount Usability Engineering to Penetrate the Intimidation Barrier. http://www.useit.com/papers/guerrilla_hci.html Ubiquitous Computing. http://www.ubiq.com/hypertext/weiser/UbiHome.html Alan Cooper, Robert M. Reimann. (2003) About Face 2.0: The Essentials of Interaction Design; ISBN: 0764526413 Alan Dix, Janet Finlay, Gregory Abowd and Russell Beale. (1998) Human Computer, Interaction (second edition), Prentice Hall, ISBN 0132398648 (new Edition announced for October 2003) Suchman, L.A. (1990). Plans and situated actions: the problem of human-machine communication. Cambridge, NY: Cambridge University Press. Donald A. Norman. (1990) The Design of Everyday Things; ISBN: 0465067107
Vorlesung Innsbruck, Albrecht Schmidt, LMU Mnchen, 10. Juni 2005