12. Voorbeelden uit jouw leven?
• bancomat van andere bank: lukt toch :-) !
• tanken, darm pomp te kort
• mappy, te ver gereden want instructies
incorrectie
• eco-modus: radio afgesloten
• tanken (total): touchscreen + knopjes
• dampkap: RTFM
• kappeldreef: AVnet logo op wegwijzer
14. Human-computer interaction
“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.quot; [ACM]
16. Usability
The effectiveness, efficiency, and satisfaction
with which specified users achieve specified
goals in particular environments
This does not mean you have to create a “dry” design or something that is only good for novices
– it all depends on your goals
20. • ACM SIGCHI
• meer dan 6000 leden, jaarlijkse conferentie
• meer dan 2500 deelnemers
• tijdschriften
• ACM interactions, bulletin, transactions
• International Journal of Human-Computer
Studies
• HCI bibliography
21. The economist – oct. 2004
To be truly successful, a
complex technology
needs to “disappear”
The real test is always
the mom test
http://www.economist.com/displaystory.cfm?story_id=3307363
22. You are not the user!
(if you are the developer)
23. Four Myths
Only experts create good designs
experts faster, simple and effective techniques anyone can apply
We can fix the user interface at the end
good design is more than just user interface
having right features, building those features right
Good design takes too long / costs too much
simple and effective techniques can reduce total development time & cost
(finds problems early on)
Good design is just cool graphics
graphics part of bigger picture of what to communicate & how
24. If the user does something
“wrong”, it is the fault of the
system designer!
25. “logical analysis is not a good way to
predict people's behavior (nor are focus
groups or surveys): observation is the
key”
“I caution that the time frame for
adoption of new technologies is measured
in decades, not the months everyone
would prefer”
Donald A. Norman
33. WIMP
• Windows
Icons
Menus, and
Pointing devices
• Eigenschappen
• intuitief
• consistent
• vergeven
• beschermen
• Maar niet noodzakelijk
best voor expert!
33 PenO 1, les 2, 3 oktober 2007
34. D. Engelbart, Augment
• Stanford Research Institute
• “Uitvinder” van muis, windows,
groupware, ...
• team naar Xerox PARC
• nu: bootstrap institute
• http://www.bootstrap.org/
34 PenO 1, les 2, 3 oktober 2007
35. D. Engelbart, Augment
• demo at 1968 Fall
Joint Computer
Conference
• video, microwave
transmission, ...
• http://
sloan.stanford.edu/
mousesite/
1968Demo.html
• http://
www.youtube.com
/watch?
v=X4kp9Ciy1nE
35 PenO 1, les 2, 3 oktober 2007
36. Fast forward to …
now :) !
Text
Text
http://hyperscope.org/
http://flash.kmi.open.ac.uk:8080/fm/fmm.php?code=c785a5-890&room=fm890
http://video.google.com/videoplay?docid=-3914718330476864051&q=doug+engelbart
36 PenO 1, les 2, 3 oktober 2007
45. Criteria voor evaluatie
•hoe vaak proberen om doel te bereiken
•hoe vaak mensen terugkomen
•hoe lang het duurt
•het vloekgehalte
•resultaat zelf
•of er evaluatie moet gebeuren
•dikte van gebruikers-manual
•vermoeidheid
•aantal calls op helpdesk
47. Criteria
• Leertijd
• Tijd om taak uit te voeren
• Aantal en soort fouten
• Tijd dat gebruikers zich herinneren hoe taken te
volbrengen
• Subjectief gevoel van voldoening bij gebruikers
Vaak compromis nodig, explicitering belangrijk!
52. • Ben Shneiderman, Designing the
User Interface. Strategies for
Effective Human-Computer
Interaction.
• Jakob Nielsen, Designing Web
Usability.
• Jakob Nielsen & Marie Tahir,
Homepage Usability.
• Donald A. Norman, The Invisible
Computer & Emotional Design.
• Jef Raskin, The Humane Interface.
• Peter Morville, Ambient Findability.
• Jennu Preece, Yvonne Rogers, David
Benyon, Simon Holland & Tom
Carey, Human-Computer Interaction.
• Alan Dix, Janet Finlay, Gregory
Abowd & Russell Beale, Human-
Computer Interaction.