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HUMAN COMPUTER

INTERACTION
Dr. Maheen Bakhtyar

REF: Scott Klemmer


HUMAN COMPUTER
INTERACTION
•Marks Distribution:
• Midterm: 30

• Terminal: 40

• Class participation: 10

• Assignments: 10

• Quizzes: 10

•Website:http:sites.google.com/site/bakhtyarmaheen

•Email:maheen.bakhtyar@gmail.com (ONLY

FOR STUDY RELATED MATTERS. STRICTLY


NOT FOR ASKING MARKS/GRADES)

Dr. Maheen Bakhtyar 2


HUMAN COMPUTER
INTERACTION

HUMAN
COMPUTER
INTERACTION

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HUMAN COMPUTER
INTERACTION

HUMAN
COMPUTER
INTERACTION

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HUMAN COMPUTER
INTERACTION

HUMAN
COMPUTER
INTERACTION

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HUMAN COMPUTER
INTERACTION

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HUMAN COMPUTER
INTERACTION

Good Design
vs.
Bad Design??

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HUMAN COMPUTER
INTERACTION

Bad Design costs ???

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HUMAN COMPUTER
INTERACTION

Bad Design costs:


- lives
- money
- time

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HUMAN COMPUTER
INTERACTION
Design for People
●People’s tasks, goals, and values drive
development
●Work with users throughout the process

●Assess decisions from the point of users, their

work, and their environment


●Pay attention to people’s abilities and situation

●Talk to the actual experts

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HUMAN COMPUTER
INTERACTION

THE POWER OF
PROTOTYPING

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Power of Prototyping
Prototype of digital camera (no taking picture)

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Power of Prototyping

Prototyping is a strategy
for efficiently dealing
with things that are
hard to predict

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Power of Prototyping

Focus on Goals
Evolve the Designs

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Power of Prototyping
Prototype of a PDA

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Power of Prototyping

The rights of a prototype...


●Should not be required to

be complete
●Should be easy to change

●Gets to retire

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Power of Prototyping

What Do Prototypes Prototype?


●Feel What might it look like?

●Implementation What might it

work like?
●Role What might the experience

be like?
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Power of Prototyping

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Power of Prototyping
Prototype of Boeing Interior

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Power of Prototyping

“The best way to have a good


idea is to have lots of ideas.”
-Linus Pauling (Chemist)

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Power of Prototyping
Prototype of Microsoft Mouse

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EVALUATING DESIGNS

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Evaluating Designs

How can we measure success?


How do we know?

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Evaluating Designs

Why evaluate Designs with


People?

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Evaluating Designs

●What are some things you might


want to learn about an interface?
●How would you find them out?

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Evaluating Designs

Different Methods
Achieve Different Goals
Some Examples...

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Evaluating Designs
USABILITY STUDIES: Bring
people in to your office/lab and let
them use your interface.
Drawbacks: -Office environment is
different than the actual where the
product would be used
- People coming to office know
they have to evaluate. So could be
biased Dr. Maheen Bakhtyar 27
Evaluating Designs

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Evaluating Designs

Feedback from Experts

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Evaluating Designs

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Evaluating Designs

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Evaluating Designs
Issues to Consider...
●Reliability/Precision

●Generalizability

●Realism

●Comparison

●Work Involved

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ORIGIN OF HCI

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Origin of HCI
Bush (MIT, Stanford)

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Origin of HCI
Memex (Bush 1945)
System to have all knowledge
at a desk.
Idea came up around in 1945
when digital computers were
being built

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Origin of HCI
Bush imagined a camera to carry along.

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Origin of HCI

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Origin of HCI
The Mouse and Hypertext
1968; watch clip 1

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Origin of HCI
“The best way to predict the future is to invent it”

Alan Kay's prototype 1970s for real GUI watch


clip 2

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NEED FINDING

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Need Finding

Participant Observation
Observe people to find users'
needs

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Need Finding

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Need Finding

“You Can Observe a Lot


Just by Watching”
—Yogi Berra

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Need Finding

Tacit Knowledge:
Deep Hanging Out-meet people
to find needs

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Need Finding

● What do people do now?


●What values and goals do people

have?
●How are these particular activities

embedded in a larger ecology?


●Similarities and differences across

people and other types of context,


like time of day
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Need Finding

Process v. Practice

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Need Finding

Set up a partnership with the


people to be observed
●Be taught the steps in the process

●Observe all of the practices

●Validate what you are observing

with those observed as you go


along
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Need Finding

INTERVIEWING

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Need Finding-Interviewing

Choosing Participants (most important task)


● Representative of target users

● May be current users of a similar system (e.g.

development of better something)


● Might also be the non-users

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Need Finding-Interviewing

Say you were designing A lecture support system


Who would you interview?

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Need Finding-Interviewing
Say you were designing A lecture support system
Who would you interview?
Find Major User Groups:
● Teacher

● Student

● Teaching staff

● Administrative staff

● Parents

● Fresher or Phd

● Domestic or International Student

● Stronger Student or Weaker Student

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Need Finding-Interviewing

Recruiting Participants
● Get a diverse set of stakeholders

● Use incentives (e.g. to earn profit) and

motivation (how important your work will be for


the society)
● Approximate better than nothing

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Need Finding-Interviewing

Approximate if Necessary
(may not be ideal, but better than nothing)
Example (System for doctors):
Interview medical students if cannot talk to
doctors to get started

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Need Finding-Interviewing

The Importance of Being Curious


● You have to be more creative

● More obvious ---> More creativity

● It is hard to find interesting things from the

obvious ones
● That is why research gap in HCI is usually

difficult to find

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Need Finding-Interviewing

What Are Good Questions?

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Need Finding-Interviewing

Example (Tell if the question is good?):

“Is the daily update an important feature to you?”

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Need Finding-Interviewing
Example (Tell if the question is good?):

“Is the daily update an important feature to you?”

NOT A VERY GOOD QUESTION!!!

● Why would user say “No” to this answer


● Open ended questions usually give more

interesting/detailed answers
e.g. I see from the log file you do not use
the feature of daily update often. Why?
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Need Finding-Interviewing
Example: Why would user say “No” to this answer
“What would you like in a tool?”
NOT A GOOD QUESTION!!!

● Open ended question but user is not an expert in


the design as us
● Henry Ford says: If I ask people what they want

in the age of horse and buggy, they would say 'a


faster horse'
● Designer may come up with an idea of a car but

the user may not imagine it


● Ask about people's own life and goals, they are

expert in it and not the design


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Need Finding-Interviewing
Other Types of Questions to Avoid:
● What they would do / like / want in hypothetical

scenarios (too hard to know)


● How often they do things (most users over

estimate such questions like how often you


exercise)
● How much they like things on an absolute scale

(what they reply is on average)


● Avoid binary Questions

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Need Finding-Interviewing

Good Questions
Open ended are recommended

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Need Finding-Interviewing

Conducting An Interview
● Introduce yourself, explain your purpose

● The interview is about them, not you!

● Begin with open, unbiased questions

● Ask the question and let them answer

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Need Finding-Interviewing

(a little bit of)


Silence is Golden

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Need Finding-Interviewing
CLASS ACTIVITY
● Make groups
● Think of a scenario to interview your users for

need finding
● Choose Participants who you would interview

(Major users' group)


● What means you would use to recruit the

participants
● Is approximation possible or needed?

● Give a list of at least 5 good questions (with

explanation)
● Give a list of at least 5 questions to avoid (with

explanation)
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ADDITIONAL NEEDFINDING
STRATEGIES

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Additional Need Finding Strategies
Diary Studies
● Give people a diary that they complete at a

specified time or interval


● Structured Task in diary

● Can use journals, cameras, voice, video

● Tailor the recording to the context e.g. while

driving→ can speak and record, during lecture →


write on a paper
● Diary study (limited by amount of material given

to users) can scale better than direct observation


(limited by the time spent with the users)
● Easier tools -> better results

● May require some practice, training, reminding


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Additional Need Finding Strategies
Experience Sampling
● Beep people at regular interval of time to write

down at that specific time


● Also called pagers studies as initially used

pagers to remind
● People do not have to remember to note down.

Designers remind them


● May use mobile phones, pagers or any

possible alarms
● Like diary studies, it uses information

aggregated from different set of people


● May use a digital form to record e.g. survey but

usually paper is most ubiquitous


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Additional Need Finding Strategies
Personas
Create personas [absract users created from the
studies (i.e. participant observation, interviewing, diary
studies, experience sampling)]
● A model of a person, an example.

● Includes demographic information, but should also

capture a person’s motivation, beliefs, intentions,


behavior and goals
● Draw a picture of your persona or use a photo

give him or her a name, an occupation, a background, a


social situation, some hopes, dreams, and goals etc.
Give the persona a story to tell
● Knowing what our persona thinks, does, and feel help

build empathy so that you can understand the state of


mind, emotion, philosophy, beliefs, or user point of view
● Empathy leads to insights which leads to design

opportunities Dr. Maheen Bakhtyar 67


Additional Need Finding Strategies

Ultimately, it’s the design whether need finding


used or not

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Additional Need Finding Strategies
ASSIGNMENT
● Think of a scenario for need finding

● Suggest the appropriate method (voice,video,

paper etc) to record diary studies in the scenario)


● Define a structure for the diary study

● How can you switch from diary study to

experience sampling in your scenario?


● Describe your persona in your scenario (you

may additionally draw a picture or use a photo

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CREATING DESIGN GOALS

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Creating Design Goals
Step before creating a design itself and after the
need finding
Herb Simon and the Ant
• An ant’s behavior looks complex, but
the complexity is (mostly) in the
environment.
• So if we change the environment, we
change the behavior.
• Design transforms existing situations
into (hopefully) preferred ones.

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Creating Design Goals

• We ought to have a really good sense of what


the existing situations are and what preferred
means for us.
●“preferred” has to do with both the user’s goals

and your point of view as a designer.

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Creating Design Goals

• So we have a sense of what people do


and their goals and contexts.
• That’ll help us connect observation to
design.

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Creating Design Goals

You’ll be able to
• When you are designing, what matters? What
should it accomplish?
• Estimate whether different designs are
meaningfully different

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Creating Design Goals

You’re doing this already


• Design often includes activity analysis implicitly
• Problem: leap to (just) one solution.
• Our goal is to make it explicit

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Creating Design Goals
Making this explicit

• This increases your mindfulness as a designer,


connects you to the texture of the domain, and
helps you communicate and discuss with other
stakeholders
• Having this intermediate, conceptual
representation makes it easier to be creative
because you’re taking a couple small leaps
instead of one big one

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Creating Design Goals

The outcome of activity analysis


• What are the steps?
• What are the artifacts?
• What are the goals?
(how you’ll measure success)
• What are the pain points?

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Creating Design Goals
Example: starting a car
Steps:
• Unlock driver's door
• Take a seat behind the wheel
• Insert key in ignition switch
• Turn key fully clockwise
• When engine starts, release the key
http://www.nwlink.com/~donclark/hrd/isd/cognitive-task-analysis.html

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Creating Design Goals

Example: artifacts
• key
• car
- door-lock
- ignition switch

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Creating Design Goals

Example: goals
• (your point of view comes in here)
• Turn on the car?
• Pick up bread?
• Make a meal?
• Have a satisfying evening?

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Creating Design Goals
Example: pain points
• In the narrow version: necessary to put
the key in? It’s already in the car. Why
not just drive off?
• In the slightly broader framing, the pain
point could be needing a car to get
bread. (Alternatively, bread could be
delivered, or you could walk/bike/...)

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Creating Design Goals
Activity analysis helps us create interfaces that...
• Usable Interfaces
• Reflect workflows that are familiar or
comfortable
• Support users’ learning styles
• Are compatible in the users’ working
environment
• Have a consistency of presentation (layout,
icons, interactions) that makes them appear
reliable and easy to learn

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Creating Design Goals

●Are the things that your interface is designing


for something that users actually do -- or might
want to do?
●Activities can and do change over time often

evolving along with technology and you don’t


need to just make current paths easy.

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Creating Design Goals
Keeping in mind...

• The same person uses the same design to


achieve slightly different things
• Different people may do things slightly
differently
● because they have slightly different

goals, expertise

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Creating Design Goals

Recap
• What are the steps?
• What are the artifacts?
• What are the goals?
• What are the pain points?

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Creating Design Goals
You can and should adapt this
• More or less formal?
• Diagrams? Text? Pictures? Video?
• Narrow or broad?
• Individual v. group viewpoint?
• Include more or other things like joy points, not
just pain points

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Creating Design Goals

Be creative and have fun!

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