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COMP 4026 - Lecture1 introduction | PDF
LECTURE 1: INTRODUCTION
COMP 4026 – Advanced HCI
Semester 5 - 2018
Mark Billinghurst, Gun Lee
University of South Australia
Overview
• Introduction
• Trends in HCI
• Interaction Design
• Design Thinking
Lecturers
• Mark Billinghurst
• PhD University of Washington
• Director of the Empathic Computing Lab
• Expert in AR, Interaction Design
• mark.billinghurst@unisa.edu.au
• Gun Lee
• PhD POSTECH
• Senior Research Fellow in the ECL
• Expert in AR/VR, Collaborative systems
• gun.lee@unisa.edu.au
Class Logistics
• Weekly lecture (2 hrs)
• Tuesday 10am – 12pm
• Room W2-16
• Assessment
• Fitts Law User Study Project – 10%
• Class paper presentations/review – 40%
• HCI Project – 50%
• What you will need
• Notebook
• Access to computer
User Study Project – 10%
• Develop a simple Fitts’ Law task program
• Using Processing or other language
• Run the Fitts’ Law task with two different input devices
• E.g. trackpad and mouse
• Conduct a user study with 5-10 subjects
• Collect data
• Statistically analyze the data
• Put together a 10 minute presentation of the results
• Slides, charts
Class Participation – 40%
• Present two research papers
• 10 minute presentation
• Lead discussion
• One paper/week/student
• Write report on the papers presented
• 2-4 page report
• Pros and cons of the papers
HCI Project – 50%
• Pick an advanced interface technology
• Wearable, AR/VR, Bio sensor, Computer Vision
• Identify a user need that it addresses
• Product a concept design
• Develop an interactive prototype
• Conduct a user evaluation
• Write a research report
• 8-10 pages conference format
Project Technologies Available
What You Will Learn
• History of HCI Trends
• Interaction Design Fundamentals
• Design Thinking Processes
• Advanced Interface Technology
• Wearable Computing
• Augmented/Virtual Reality
• Sensing systems
• Experimental Design/Evaluation
• Research Directions
TRENDS IN HCI
The Incredible Disappearing Computer
1960-70’s
Room
1970-80’s
Desk
1980-90’s
Lap
1990-2000’s
Hand
Processing Power
Trends in HCI
1. Operate the Machine (1940’s – 70’s)
• Learn how to operate machine
2. Use the software (1970’s – 80’s)
• Use a single application
3. Perform a task (1980’s – 1990’s)
• Use several application’s together
4. Improve life experience (1990’s – 2000’s)
• Technology integrated into everyday life
5. Connect with others (2000’s - )
• WWW, social networks, IoT
6. Adapt and Learn (2010’s - )
• Perceptive interfaces, learning systems
Operate the Machine
• Human Computers hardwiring programs
ENIAC 1940’s
Operate the Machine
• Batch processing, output to printer
IBM 1401
1960’s
Operate the Machine
• Input and output – punch cards/tape - people adapt to machine
Operate the Machine
• Real time processing – SpaceWar (1962)
Steve Russell
Operate the Machine
• Real time operation - command Line Interfaces
Kaypro II - 1982
Use the Software
• Operating systems provide access to applications
• Use a spreadsheet, Use a word processor, Play a game
VisiCalc 1979
WordStar 1979
Use the Software
• Better interface tools – mouse, pen, interactive graphics
Engelbart – Mouse 1964
Sutherland – Sketchpad 1962
Doug Englebart Mouse (1968)
• https://www.youtube.com/watch?v=1MPJZ6M52dI
Ivan Sutherland Sketchpad Demo
• https://www.youtube.com/watch?v=DWAIp3t6SLU
Perform a Task
• Use several programs together to perform a tasks
• Make a brochure
• Word processing, image editing, layout
• Create a budget
• Spreadsheet, word processing, layout
• Compose music
• Synthesizer, image editing, wordprocessing
https://www.youtube.com/watch?v=2zfqw8nhUwA
Perform a Task
• Apple MacIntosh - 1984
Perform a Task
• Xerox Alto – 1973 – first graphical user interface
Xerox Star
https://www.youtube.com/watch?v=Cn4vC80Pv6Q
Improve Life Experience
• Using technology in everyday activities
• Managing a household
• Running a business
• Learning mathematics
• Entertaining yourself
• Multiple pieces of technology used in everyday life
Improve Life Experience
• Consider context of use
• Mobility = Designing for everyday use
Improve Life Experience
• Focus on Interaction/Experience Design
• Use of technology in everyday life over time
Connect with Others
• Using technology to connect with others
• Networked computers
• Social Networks
• Networked devices
• Etc..
Connect with Others
• Designing for communities
• Machines disappear into background
Connect with Others
• Technology Facilitating Collaboration/Connection
Mosaic WWW browser 1993
https://www.youtube.com/watch?v=PVf3m7e7OKU
Adapt and Learn
• Adaptive interfaces that recognize human behavior
• Speech, gesture recognition
• Deep learning
• AI/Expert systems
• Assistive systems
• Etc..
Adapt and Learn
• Interfaces that recognize human behavior
• Depth sensors, speech recognition, motion tracking
Adapt and Learn
https://www.youtube.com/watch?v=WANRbjW4ph4
Adapt and Learn
• Put that there Bolt - 1979
https://www.youtube.com/watch?v=RyBEUyEtxQo
Processing Power
Operate
Experience
Adapt
Applications
Interface Trends
EXPERIENCE DESIGN
“The product is no longer the basis
of value.The experience is.”
Venkat Ramaswamy
The Future of Competition.
Experience Economy
experiences
services
products
components
Sony CSL © 2004
Gilmore + Pine: Experience Economy
Function
Emotion
Good Experience Design
• Reactrix
• Top down projection
• Camera based input
• Reactive Graphics
• No instructions
• No training
Reactrix Demo – car race
Reactrix Demo – Coke interactive
How to improve experience of picking up rubbish?
World’s Deepest Rubbish Bin
• The Fun Theory – http://www.funtheory.com
https://www.youtube.com/watch?v=qRgWttqFKu8
Improve the experience of walking up stairs?
Musical Stairs
• The Fun Theory – http://www.funtheory.com
https://www.youtube.com/watch?v=SByymar3bds
What to do?
• Imagine
• You re bringing a new product to market
• Your #2 competitor has been in the market for
over a year, selling millions of units
• Your #1 competitor launches the same month
• Your technology is slower than your competitors
• Your technology is older than your competitors
• Your last product failed in the market
• Do you compete on Price ?
• Do you compete on Technology ?
• Do you compete on Features ?
Wrong: Compete on user experience !
NintendoWii
• Cheap - $500
• Unique game play
• Wireless 3 DOF controller
• Position and orientation sensing
• Aiming to broaden user base
• Can play previous games/downloads
Sales to Sept 2011
Using the N-gage
SideTalking
• www.sidetalkin.com
INTERACTION DESIGN
Interaction Design
Designing interactive products to support people
in their everyday and working lives
Preece, J., (2002). Interaction Design
• Design of User Experience with Technology
Bill Verplank on Interaction Design
• https://www.youtube.com/watch?v=Gk6XAmALOWI
• Interaction Design involves answering three questions:
• What do you do? - How do you affect the world?
• What do you feel? – What do you sense of the world?
• What do you know? – What do you learn?
Bill Verplank
•Artist/Engineer:
• concerned with what’s on the screen
•Interface Designer:
• concerned with person in front of the screen
• often takes static view of interface
• Interaction Designer
• Concerned with engaging with technology over time
• Creating two way conversation with machine
What is Interaction Design?
• https://www.youtube.com/watch?v=OZPLCjrewj8
HCI and Interaction Design
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
DISCOVERY
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Goal
Create a deep understanding of the
user and problem space
Who are your Users?
Everyone!
Understanding Specific Needs
Designing for Everyone
Designing for Everyone pleases No one
Who REALLY are your Users/Stakeholders?
•Not as obvious as you think:
— those who interact directly with the product
— those who manage direct users
— those who receive output from the product
— those who make the purchasing decision
— those who use competitor’s products
•Three categories of user (Eason, 1987):
— primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase
Smart Shopping Cart
• https://www.youtube.com/watch?v=OeSqnLZXKM4
Who are the Stakeholders?
Check-out operators
CustomersManagers and owners
• Suppliers
• Local shop
owners
DESIGN
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Ideate
• Idea generation
• Large quantity of diverse ideas
• Motivation
• Step beyond obvious solutions
• Harness collective perspectives
• Uncover unexpected areas of exploration
• Create fluency (volume) and flexibility (variety)
• Move beyond obvious solutions
How MightWe … ?
• Short questions that launch brainstorming
Brainstorming
• Best with interdisciplinary team
MindMapping
Other Products in Market
• Notice all the iPod look-alikes?
Tools for Effective Design
§Personas
§Scenarios
§Storyboards (comics, movie technique)
§Wireframes and Mock-ups
PROTOTYPE
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
How can we quickly
prototype interactive
experiences with little
or no coding?
Why Prototype?
▪ Quick visual design
▪ Capture key interactions
▪ Focus on user experience
▪ Communicate design ideas
▪ “Learn by doing/experiencing”
Design/PrototypingTools
Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
Paper Prototyping
• https://www.youtube.com/watch?v=85muhAaySps
Physical Prototype
EVALUATION
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
What is evaluation?
•Evaluation is concerned with
gathering data about the usability
of a design or product by a
specified group of users for a
particular activity within a specified
environment or work context
When to evaluate?
• Once the product has been developed
• pros : rapid development, small evaluation cost
• cons : rectifying problems
• During design and development
• pros : find and rectify problems early
• cons : higher evaluation cost, longer development
design implementationevaluation
redesign &
reimplementation
design implementation
Four evaluation paradigms
•‘quick and dirty’
•usability testing (lab studies)
•field studies
•predictive evaluation
Quick and dirty
• ‘quick & dirty’ evaluation: informal feedback from
users or consultants to confirm that their ideas are
in-line with users’ needs and are liked.
• Quick & dirty evaluations are done any time.
• Emphasis is on fast input to the design process
rather than carefully documented findings.
Formal Usability Testing
• Recording typical users’ performance on typical tasks in
controlled settings. Field observations may be used.
• As the users perform these tasks they are watched &
recorded on video & their key presses are logged.
• This data is used to calculate performance times, errors &
help explain why the users did what they did.
• User satisfaction questionnaires & interviews are used to
elicit users’ opinions.
Laboratory-based studies
Controlled, instrumented environment
Field/Ethnographic Studies
• Field studies are done in natural settings
• The aim is to understand what users do naturally
and how technology impacts them.
• In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use.
Predictive Evaluation
• Experts apply their knowledge of typical
users, often guided by heuristics, to
predict usability problems.
• Can involve theoretically based models.
• A key feature of predictive evaluation is
that users need not be present
• Relatively quick and inexpensive
Characteristics of approaches
Usability
testing
Field
studies
Predictive
Users do task natural not involved
Location controlled natural anywhere
When prototype early prototype
Data quantitative qualitative problems
Feed back measures &
errors
descriptions problems
Type applied naturalistic expert
Evaluation approaches and methods
Method Usability
testing
Field
studies
Predictive
Observing x x
Asking
users
x x
Asking
experts
x x
Testing x
Modeling x
CONCLUSION
In Conclusion…
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

COMP 4026 - Lecture1 introduction