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HUMAN COMPUTER
INTERACTION
Sai Anjaneya
Content
 The human
 The computer
 The interaction
Beginnings- Computing in 1945
 Harvard Mark I
 ASCC: IBM Automatic Sequence Controlled
Calculator (aka Mark 1)
 55 feet long, 8 feet high, 5 tons
Early Human Computing
Interaction
Early Human Computing
Interaction
Early Human Computing
Interaction
Early Human Computing
Interaction
What Interactions did we See
 Mechanical
 Poor feedback
 Specialist use
 Process control
 Calculations
 No intention to address the mass market
Development of HCI
 Early computers:
 Extremely difficult to use
 Large and Expensive
 By comparison: “people time” (labour) cheap
 Used by specialists
 No knowledge about how to make use easier
Development of HCI
 Early computers:
 Extremely difficult to use
 Large and Expensive
 By comparison: “people time” (labour) cheap
 Used by specialists
 No knowledge about how to make use easier
 Today
 None of these conditions hold
 Development of PC’s major landmark
Development of HCI
 Early computers: extremely difficult to use
 Large and Expensive
 By comparison: “people time” (labour) cheap
 Used by specialists
 No knowledge about how to make use easier
 Today
 None of these conditions hold
 Development of PC’s major landmark
 Shift to other interaction paradigms
 Small-handheld-Devices
 Mobility
What is HCI
 HCI is the study of interaction between human
(users) and computers.
 The interaction between user(s) and
computer(s) is achieved via an interface –
user interface
Dissect(more) HCI definition
Disciplines contributing to HCI
Disciplines contributing to HCI
Principle of HCI (Usability)
 useful
 Accomplish what is required (functional, does
things)
 usable
 Do it easily and naturally without error (does the
right things)
 used
 Make people want to use it (be attractive,
acceptable to organization)
THE HUMAN
The human
 Vision
 Hearing
 Touch
 Movement
Why do we need to understand
Humans in HCI
 Humans are limited in their capacity to
process information.
 This has important implications for design
 Interacting with technology is cognitive
 Human Information Processing is referred to
as cognition
Optical Illusions
 “These illusion demonstrate that our
perception of size is not completely reliable”
the Ponzo illusion the Muller Lyer illusion
Optical Illusions
What is human memory?
 It is the ability to store and retrieve the
information
 Much of our everyday activity relies on
memory
 We need to understand some of the
capabilities and limitations of human memory
to answer these
 How does memory works?
 How do we remember some arbitrary list ?
 Why do some people remember more easily than
others?
Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
Selection of stimuli governed by level of arousal.
Human memory
 Human memory has limited capacity- 7± 2
chunks
 There are two methods for measuring memory
capacity
 Recall the sequence in order
 Recall the sequence in any order
Try this!
Try this!
212348278493202
Try this!
212348278493202
01 21 414 2626
Human memory
 Patterns can be useful as aids to memory
Try this!
 Patterns can be useful as aids to memory
 HEC ATR ANU PTH ETR EET
Try this!
 Patterns can be useful as aids to memory
 HEC ATR ANU PTH ETR EET
 The sequence is easy to recall (the cat ran up
the tree)
THE COMPUTER
The Computer
a computer system is made up of various elements
each of these elements affects the interaction
 input devices – text entry and pointing
 output devices – screen (small&large), digital paper
 virtual reality – special interaction and display devices
 physical interaction – e.g. sound, haptic, bio-sensing
 paper – as output (print) and input (scan)
 memory – RAM & permanent media, capacity & access
 processing – speed of processing, networks
A ‘typical’ computer system
 keyboard
 mouse/trackpad
 screen, or monitor, on which there are windows
 variations
 desktop
 laptop
 PDA
the devices dictate the styles of interaction that the system supports
If we use different devices, then the interface will support a different style of
interaction
window 1
window 2
12-37pm
?
Keyboards
 Most common text input device
 Allows rapid entry of text by experienced users
 Keypress closes connection, causing a character code
to be sent
 Usually connected by cable, but can be wireless
Layout – QWERTY
 Standardised layout
but …
 non-alphanumeric keys are placed differently
 accented symbols needed for different scripts
 minor differences between UK and USA keyboards
 QWERTY arrangement not optimal for typing
– layout to prevent typewriters jamming!
 Alternative designs allow faster typing but large social base of
QWERTY typists produces reluctance to change.
QWERTY (ctd)
2 3 4 5 6 7 8 9 0
Q W E R T Y U I
1
O P
S D F H J LA G K
Z X C V B N M , .
SPACE
Alternative keyboard layouts
Alphabetic
 keys arranged in alphabetic order
 not faster for trained typists
 not faster for beginners either!
Dvorak
 common letters under dominant fingers
 biased towards right hand
 common combinations of letters alternate between hands
 10-15% improvement in speed and reduction in fatigue
 But - large social base of QWERTY typists produce market pressures
not to change
Chord keyboards
only a few keys - four or 5
letters typed as combination of keypresses
compact size
– ideal for portable applications
short learning time
– keypresses reflect letter shape
fast
– once you have trained
BUT - social resistance, plus fatigue after extended use
NEW – niche market for some wearables
Special keyboards
 designs to reduce fatigue for RSI (repetitive
strain injury)
 for one handed use
e.g. the Maltron left-handed keyboard
Numeric keypads: two different
style
 for entering numbers quickly:
 calculator, PC keyboard
 for telephones
not the same!!
ATM like phone
4 5 6
7 8 9
*
0 #
1 2 3
4 5 6
1 2 3
0 . =
7 8 9
Telephone style Calculator style
The Mouse
 Handheld pointing device
 very common
 easy to use
 Two characteristics
 planar movement
 buttons
(usually from 1 to 3 buttons on top, used for making a
selection, indicating an option, or to initiate drawing
etc.)
The first mouse
Touchpad
 small touch sensitive tablets
 ‘stroke’ to move mouse pointer
 used mainly in laptop computers
 good ‘acceleration’ settings important
 fast stroke
 lots of pixels per inch moved
 initial movement to the target
 slow stroke
 less pixels per inch
 for accurate positioning
Trackball and thumbwheels
Trackball
 ball is rotated inside static housing
 like an upsdie down mouse!
 very fast for gaming
 used in some portable and notebook computers.
Thumbwheels …
 for accurate CAD – two dials for X-Y cursor position
 for fast scrolling – single dial on mouse
Joystick
Joystick
 indirect
pressure of stick = velocity of movement
 buttons for selection
on top or on front like a trigger
 often used for computer games
aircraft controls and 3D navigation
Short-term Memory - RAM
 Random access memory (RAM)
 on silicon chips
 100 nano-second access time
 usually volatile (lose information if power turned off)
 data transferred at around 100 Mbytes/sec
 Some no n-vo latile RAMused to store basic set-up
information
 Typical desktop computers:
64 to 256 Mbytes RAM
Long-term Memory - disks
 magnetic disks
 floppy disks store around 1.4 Mbytes
 hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s
 optical disks
 use lasers to read and sometimes write
 more robust that magnetic media
 CD-ROM
- same technology as home audio, ~ 600 Gbytes
 DVD - for AV applications, or very large files
Speed and capacity
 what do the numbers mean?
 some sizes (all uncompressed) …
 this book, text only ~ 320,000 words, 2Mb
 the Bible ~ 4.5 Mbytes
 scanned page ~ 128 Mbytes
 (11x8 inches, 1200 dpi, 8bit greyscale)
 digital photo ~ 10 Mbytes
 (2–4 mega pixels, 24 bit colour)
 video ~ 10 Mbytes pe r se co nd
 (512x512, 12 bit colour, 25 frames per sec)
Cathode ray tube
 Stream of electrons emitted from electron gun, focused and
directed by magnetic fields, hit phosphor-coated screen which
glows
 used in TVs and computer monitors
electron gun
focussing and
deflection
electron beam
phosphor-
coated screen
Liquid crystal displays
 Smaller, lighter, and … no radiation problems.
 Found on PDAs, portables and notebooks,
… and increasingly on desktop and even for home TV
 also used in dedicted displays:
digital watches, mobile phones, HiFi controls
 How it works …
 Top plate transparent and polarised, bottom plate reflecting.
 Light passes through top plate and crystal, and reflects back to eye.
 Voltage applied to crystal changes polarisation and hence colour
 N.B. light reflected not emitted => less eye strain
Printing
 image made from small dots
 allows any character set or graphic to be printed,
 critical features:
 resolution
 size and spacing of the dots
 measured in dots per inch (dpi)
 speed
 usually measured in pages per minute
 cost!!
THE INTERACTION
Interaction Paradigms
 Batch Processing
 Timesharing
 Networking (1972 1st
email)
 Graphical display
 Microprocessor
 WWW
 Grid/Clouds Computing
 Human Robot Interaction
 Tablet/Table Top Computing
 1950’s
 1960’s
 1970’s
 1980’s
 1990’s
 1995’s
 This era …
Types of user interfaces (Common
interaction styles)
 Command line interface
 Menus
 Natural language
 Question/answer and query dialogue
 Form-fills and spreadsheets
 WIMP
 Point and click
 Three–dimensional interfaces
Command line interface
 Way of expressing instructions to the computer directly
 function keys, single characters, short abbreviations, whole
words, or a combination
 suitable for repetitive tasks
 better for expert users than novices
 offers direct access to system functionality
 command names/abbreviations should be meaningful!
Typical example: the Unix system
Menus
 Set of options displayed on the screen
 Options visible
 less recall - easier to use
 rely on recognition so names should be meaningful
 Selection by:
 numbers, letters, arrow keys, mouse
 combination (e.g. mouse plus accelerators)
 Often (frequent) options hierarchically grouped
 sensible grouping is needed
 Restricted form of full WIMP system
Natural language
 Familiar to user
 speech recognition or typed natural language
 Problems
 vague
 ambiguous
 hard to do well!
 Solutions
 try to understand a subset
 pick on key words
Query interfaces
 Question/answer interfaces
 user led through interaction via series of questions
 suitable for novice users but restricted functionality
 often used in information systems
 Query languages (e.g. SQL)
 used to retrieve information from database
 requires understanding of database structure and language
syntax, hence requires some expertise
Form-fills
 Primarily for data entry or data retrieval
 Screen like paper form.
 Data put in relevant place
 Requires
 good design
 obvious correction
facilities
Spreadsheets
 First spreadsheet VISICALC, followed by
Lotus 1-2-3
MS Excel most common today
 Sophisticated variation of form-filling.
 grid of cells contain a value or a formula
 formula can involve values of other cells
e.g. sum of all cells in this column
 user can enter and alter data spreadsheet
maintains consistency
WIMP Interface
Windows
Icons
Menus
Pointers
… or windows, icons, mice, and pull-down menus!
 default style for majority of interactive computer
systems, especially PCs and desktop machines
Point and click interfaces
 used in ..
 multimedia
 web browsers
 hypertext
 just click something!
 icons, text links or location on map
 minimal typing
Three dimensional interfaces
 virtual reality
 ‘ordinary’ window systems
 highlighting
 visual affordance
 indiscriminate use
just confusing!
 3D workspaces
 use for extra virtual space
 light and occlusion give depth
 distance effects
flat buttons …
… or sculptured
click me!
THANK YOU

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Human computer interaction

  • 2. Content  The human  The computer  The interaction
  • 3. Beginnings- Computing in 1945  Harvard Mark I  ASCC: IBM Automatic Sequence Controlled Calculator (aka Mark 1)  55 feet long, 8 feet high, 5 tons
  • 8. What Interactions did we See  Mechanical  Poor feedback  Specialist use  Process control  Calculations  No intention to address the mass market
  • 9. Development of HCI  Early computers:  Extremely difficult to use  Large and Expensive  By comparison: “people time” (labour) cheap  Used by specialists  No knowledge about how to make use easier
  • 10. Development of HCI  Early computers:  Extremely difficult to use  Large and Expensive  By comparison: “people time” (labour) cheap  Used by specialists  No knowledge about how to make use easier  Today  None of these conditions hold  Development of PC’s major landmark
  • 11. Development of HCI  Early computers: extremely difficult to use  Large and Expensive  By comparison: “people time” (labour) cheap  Used by specialists  No knowledge about how to make use easier  Today  None of these conditions hold  Development of PC’s major landmark  Shift to other interaction paradigms  Small-handheld-Devices  Mobility
  • 12. What is HCI  HCI is the study of interaction between human (users) and computers.  The interaction between user(s) and computer(s) is achieved via an interface – user interface
  • 16. Principle of HCI (Usability)  useful  Accomplish what is required (functional, does things)  usable  Do it easily and naturally without error (does the right things)  used  Make people want to use it (be attractive, acceptable to organization)
  • 18. The human  Vision  Hearing  Touch  Movement
  • 19. Why do we need to understand Humans in HCI  Humans are limited in their capacity to process information.  This has important implications for design  Interacting with technology is cognitive  Human Information Processing is referred to as cognition
  • 20. Optical Illusions  “These illusion demonstrate that our perception of size is not completely reliable” the Ponzo illusion the Muller Lyer illusion
  • 22. What is human memory?  It is the ability to store and retrieve the information  Much of our everyday activity relies on memory  We need to understand some of the capabilities and limitations of human memory to answer these  How does memory works?  How do we remember some arbitrary list ?  Why do some people remember more easily than others?
  • 23. Memory There are three types of memory function: Sensory memories Short-term memory or working memory Long-term memory Selection of stimuli governed by level of arousal.
  • 24. Human memory  Human memory has limited capacity- 7± 2 chunks  There are two methods for measuring memory capacity  Recall the sequence in order  Recall the sequence in any order
  • 28. Human memory  Patterns can be useful as aids to memory
  • 29. Try this!  Patterns can be useful as aids to memory  HEC ATR ANU PTH ETR EET
  • 30. Try this!  Patterns can be useful as aids to memory  HEC ATR ANU PTH ETR EET  The sequence is easy to recall (the cat ran up the tree)
  • 32. The Computer a computer system is made up of various elements each of these elements affects the interaction  input devices – text entry and pointing  output devices – screen (small&large), digital paper  virtual reality – special interaction and display devices  physical interaction – e.g. sound, haptic, bio-sensing  paper – as output (print) and input (scan)  memory – RAM & permanent media, capacity & access  processing – speed of processing, networks
  • 33. A ‘typical’ computer system  keyboard  mouse/trackpad  screen, or monitor, on which there are windows  variations  desktop  laptop  PDA the devices dictate the styles of interaction that the system supports If we use different devices, then the interface will support a different style of interaction window 1 window 2 12-37pm ?
  • 34. Keyboards  Most common text input device  Allows rapid entry of text by experienced users  Keypress closes connection, causing a character code to be sent  Usually connected by cable, but can be wireless
  • 35. Layout – QWERTY  Standardised layout but …  non-alphanumeric keys are placed differently  accented symbols needed for different scripts  minor differences between UK and USA keyboards  QWERTY arrangement not optimal for typing – layout to prevent typewriters jamming!  Alternative designs allow faster typing but large social base of QWERTY typists produces reluctance to change.
  • 36. QWERTY (ctd) 2 3 4 5 6 7 8 9 0 Q W E R T Y U I 1 O P S D F H J LA G K Z X C V B N M , . SPACE
  • 37. Alternative keyboard layouts Alphabetic  keys arranged in alphabetic order  not faster for trained typists  not faster for beginners either! Dvorak  common letters under dominant fingers  biased towards right hand  common combinations of letters alternate between hands  10-15% improvement in speed and reduction in fatigue  But - large social base of QWERTY typists produce market pressures not to change
  • 38. Chord keyboards only a few keys - four or 5 letters typed as combination of keypresses compact size – ideal for portable applications short learning time – keypresses reflect letter shape fast – once you have trained BUT - social resistance, plus fatigue after extended use NEW – niche market for some wearables
  • 39. Special keyboards  designs to reduce fatigue for RSI (repetitive strain injury)  for one handed use e.g. the Maltron left-handed keyboard
  • 40. Numeric keypads: two different style  for entering numbers quickly:  calculator, PC keyboard  for telephones not the same!! ATM like phone 4 5 6 7 8 9 * 0 # 1 2 3 4 5 6 1 2 3 0 . = 7 8 9 Telephone style Calculator style
  • 41. The Mouse  Handheld pointing device  very common  easy to use  Two characteristics  planar movement  buttons (usually from 1 to 3 buttons on top, used for making a selection, indicating an option, or to initiate drawing etc.)
  • 43. Touchpad  small touch sensitive tablets  ‘stroke’ to move mouse pointer  used mainly in laptop computers  good ‘acceleration’ settings important  fast stroke  lots of pixels per inch moved  initial movement to the target  slow stroke  less pixels per inch  for accurate positioning
  • 44. Trackball and thumbwheels Trackball  ball is rotated inside static housing  like an upsdie down mouse!  very fast for gaming  used in some portable and notebook computers. Thumbwheels …  for accurate CAD – two dials for X-Y cursor position  for fast scrolling – single dial on mouse
  • 45. Joystick Joystick  indirect pressure of stick = velocity of movement  buttons for selection on top or on front like a trigger  often used for computer games aircraft controls and 3D navigation
  • 46. Short-term Memory - RAM  Random access memory (RAM)  on silicon chips  100 nano-second access time  usually volatile (lose information if power turned off)  data transferred at around 100 Mbytes/sec  Some no n-vo latile RAMused to store basic set-up information  Typical desktop computers: 64 to 256 Mbytes RAM
  • 47. Long-term Memory - disks  magnetic disks  floppy disks store around 1.4 Mbytes  hard disks typically 40 Gbytes to 100s of Gbytes access time ~10ms, transfer rate 100kbytes/s  optical disks  use lasers to read and sometimes write  more robust that magnetic media  CD-ROM - same technology as home audio, ~ 600 Gbytes  DVD - for AV applications, or very large files
  • 48. Speed and capacity  what do the numbers mean?  some sizes (all uncompressed) …  this book, text only ~ 320,000 words, 2Mb  the Bible ~ 4.5 Mbytes  scanned page ~ 128 Mbytes  (11x8 inches, 1200 dpi, 8bit greyscale)  digital photo ~ 10 Mbytes  (2–4 mega pixels, 24 bit colour)  video ~ 10 Mbytes pe r se co nd  (512x512, 12 bit colour, 25 frames per sec)
  • 49. Cathode ray tube  Stream of electrons emitted from electron gun, focused and directed by magnetic fields, hit phosphor-coated screen which glows  used in TVs and computer monitors electron gun focussing and deflection electron beam phosphor- coated screen
  • 50. Liquid crystal displays  Smaller, lighter, and … no radiation problems.  Found on PDAs, portables and notebooks, … and increasingly on desktop and even for home TV  also used in dedicted displays: digital watches, mobile phones, HiFi controls  How it works …  Top plate transparent and polarised, bottom plate reflecting.  Light passes through top plate and crystal, and reflects back to eye.  Voltage applied to crystal changes polarisation and hence colour  N.B. light reflected not emitted => less eye strain
  • 51. Printing  image made from small dots  allows any character set or graphic to be printed,  critical features:  resolution  size and spacing of the dots  measured in dots per inch (dpi)  speed  usually measured in pages per minute  cost!!
  • 53. Interaction Paradigms  Batch Processing  Timesharing  Networking (1972 1st email)  Graphical display  Microprocessor  WWW  Grid/Clouds Computing  Human Robot Interaction  Tablet/Table Top Computing  1950’s  1960’s  1970’s  1980’s  1990’s  1995’s  This era …
  • 54. Types of user interfaces (Common interaction styles)  Command line interface  Menus  Natural language  Question/answer and query dialogue  Form-fills and spreadsheets  WIMP  Point and click  Three–dimensional interfaces
  • 55. Command line interface  Way of expressing instructions to the computer directly  function keys, single characters, short abbreviations, whole words, or a combination  suitable for repetitive tasks  better for expert users than novices  offers direct access to system functionality  command names/abbreviations should be meaningful! Typical example: the Unix system
  • 56. Menus  Set of options displayed on the screen  Options visible  less recall - easier to use  rely on recognition so names should be meaningful  Selection by:  numbers, letters, arrow keys, mouse  combination (e.g. mouse plus accelerators)  Often (frequent) options hierarchically grouped  sensible grouping is needed  Restricted form of full WIMP system
  • 57. Natural language  Familiar to user  speech recognition or typed natural language  Problems  vague  ambiguous  hard to do well!  Solutions  try to understand a subset  pick on key words
  • 58. Query interfaces  Question/answer interfaces  user led through interaction via series of questions  suitable for novice users but restricted functionality  often used in information systems  Query languages (e.g. SQL)  used to retrieve information from database  requires understanding of database structure and language syntax, hence requires some expertise
  • 59. Form-fills  Primarily for data entry or data retrieval  Screen like paper form.  Data put in relevant place  Requires  good design  obvious correction facilities
  • 60. Spreadsheets  First spreadsheet VISICALC, followed by Lotus 1-2-3 MS Excel most common today  Sophisticated variation of form-filling.  grid of cells contain a value or a formula  formula can involve values of other cells e.g. sum of all cells in this column  user can enter and alter data spreadsheet maintains consistency
  • 61. WIMP Interface Windows Icons Menus Pointers … or windows, icons, mice, and pull-down menus!  default style for majority of interactive computer systems, especially PCs and desktop machines
  • 62. Point and click interfaces  used in ..  multimedia  web browsers  hypertext  just click something!  icons, text links or location on map  minimal typing
  • 63. Three dimensional interfaces  virtual reality  ‘ordinary’ window systems  highlighting  visual affordance  indiscriminate use just confusing!  3D workspaces  use for extra virtual space  light and occlusion give depth  distance effects flat buttons … … or sculptured click me!