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College aantekeningen Human Computer Interaction (822201-B-6)

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CIW Human Computer Interaction - aantekeningen van de colleges

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  • 12 november 2023
  • 18
  • 2020/2021
  • College aantekeningen
  • Karin slegers, nynke van der laan
  • Alle colleges
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HCI – Human Computer Interaction
Mini lecture: What is interaction design?
Product design is not interaction design.
“Interaction design is the design of interactive products and services in which a
designer’s focus goes beyond the item in development to include the way users will
interaction with it.”

Designing the interaction between user and product – Designing the interaction and
communication between people

Designing good interactions
This will ensure that a product/service:
- Enhances/augments the way people work, communicate & interact (usefulness)
- Supports people in achieving goals and their activities (effectiveness)
- Is easy to use (usability)
- Is enjoyable to use (user experience)

Mini lecture: what is new media?
What is a medium?
In the communications: outlets and
tools used to store and deliver
information or data

Weaver model of communication 

Dead media = media that are
obsolete or have been forgotten.
Old media = forms of analogue,
rather than digital, media that are
still in use.
There is little to no feedback, when
it comes to the types of media.

Remediation = the integration of
features of an old medium into a new medium (layouts that are comparable to
newspapers)

New media = forms of media that are native to computers, are computational, and rely
on computers for re-distribution – digital.
Key aspect: high level of interaction

Emerging media = communication formats or channels in the process of becoming known
as part of a long evolution of our communication architecture.


Mini lecture: usability goals
Usability goals:
- Effective to use (effectiveness)
o How good is a product what it is supposed to do?
o Task completion rate = number of tasks completed successfully / total
number of tasks undertaken
o Number of errors
- Efficient (efficiency)
o Time on task
- Safe to use (safety)
o Avoid unwanted actions (prevent errors, provide recovery options after
errors)
o Inventory of possible errors

, - Have a good utility
o Does the product provide an appropriate set of functions that will enable
users to carry out all of their tasks in the way they want to do them?
- Easy to learn
- Easy to remember how to use

Mini lecture: interaction types
Five main interaction types:
- Instructing
o Giving commands and selecting options
- Conversing
o Interacting with a system as if having a conversation
- Manipulating
o Manipulating objects in a virtual or physical space
- Exploring
o Moving through a virtual or physical space
- Responding
o Computer-initiated interactions to which users can respond

First wave of HCI
- Period: Until the 1980s
- Context: Mainframe computers operated by multiple users
- HCI goal: Optimizing fit between human and computer to allow computer
operation
- Research: Computer science

Second wave of HCI
- Period:1980s -1990s
- Context: PCs used in real-life, collaborative work spaces
- HCI goal: Support work-related tasks, e.g. optimizing accuracy and efficiency of
task performance
- Research: Human cognition
Third wave of HCI
- Period: 2000s
- Context: Mobile devices used beyond work context: private & public everyday life
- HCI goal: Support actions/tasks in everyday life, enjoyment & self-expression
- Research: Cultural studies & ethnography

Fourth wave of HCI
- Period: Now!
- Context: Hypermobility, ubiquitous computing, AI
- HCI goal: Design for the greater good; social responsibility
- Research: Values

Revolution: Natural User Interfaces (NUI)
- Interact with computers in the same way we interact with the physical world.
- Advantage: use everyday skills people know anyway
o Talking
o Writing
o Gesturing
o Walking
o Picking up objects
- No need for learning, more intuitive

Choose appropriate interaction types

, Mini lecture: design principles
- Visibility
o Make relevant parts of the design visible
o Too much or too less information can cause problems
- Feedback
o Sending information back to the user about what has been done
o Includes sound, highlighting, animation and combinations of these.
- Constraints
o Restricting the possible actions that can be performed
o Helps prevent user from selecting incorrect options
o Physical and digital objects can be designed to constrain things
- Consistency
o Design interfaces to have similar operations and use similar elements for
similar tasks
o Internal consistency:
 This refers to designing operations to behave the same within an
application
o External consistency:
 This refers to designing operations, interfaces, to be the same
across applications and devices.
- Affordance
o Refers to an attribute of an object
that allows people to know how to
use it
o Origin of the concept: Ecological
Psychology
o Physical vs. digital
o Not only visual, but also auditory

Mini Lecture: ‘Emotions – what and why?’
Emotions can change behavior
Example:
- Colasante, Marini & Russo, 2017
- Lab experiment
- Induced sadness or happiness (music and pictures)
- Compared risky choices  participate in a lottery, with different chances.
- Greater risk aversion when happy or sad than in neutral state of mind.
- Explanation: controlling em otions requires cognitive resources, so fewer
resources are left for risk estimation.
So, what about emotion and technology?
Interaction with technology can bring about strong emotions. Those emotions influence
our behavior.
Design goals:
- Prevent negative emotions related to interaction with a product
- Facilitate positive attitudes toward a product
o Purchases
o Sharing
o Recommending

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