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Interaction
(or: Interaction Design)?
Week 1
Lecture Notes
1
Practical Course Information
2
Knowledge you will gain in this course
• knows a definition of interaction design and human-computer interaction
• knows the concepts of usability, user experience and user-centred design
• knows the lifecycle model of interaction design
• has knowledge about different kinds of requirements
• knows the key concepts and terms used in evaluation
• has knowledge of different types of evaluation methods
See https://www.uib.no/emne/INFO162
3
Answers from students H22 (47 answers)
4
Skills you will gain in this course
• can outline and discuss usability goals and user experience goals for
designing an interactive product
• can identify suitable methods for evaluating interactive technologies
• can identify suitable methods for establishing requirements
• can discuss the conceptual, practical, and ethical issues involved in evaluation
• can discuss the advantages/disadvantages of low-fidelity/hi-fidelity prototypes
• can produce simple prototypes of interactive products
See https://www.uib.no/emne/INFO162
5
Answers from students H22 (47 answers)
6
Answers from students H22 (47 answers)
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Answers from students H22 (47 answers)
8
Required Recommended Previous Knowledge
• INFO100 or equivalent
• some knowledge basis in coding/programming (starting: 2023)
• critical and independent thinking
See https://www.uib.no/emne/INFO162
9
Course Schedule: Highlights (1/3)
• Introduction: What is Human-Computer Interaction?
• User Experience (UX) Design
• Interaction & Interfaces Tangible and
Tabletop Interfaces
• Data Gathering & Analysis
• Empirical Methods
• Cognitive Aspects, Design & Prototyping
• Accessibility
• Life Logging
• Evaluation (Fitts’ Law, Hick’s Law)
• Machine Learning (ML) and Recommender Systems (RecSys)
• Virtual and Augmented Reality (AR/VR) Touch and
Multitouch Interfaces
10
Course Schedule: Highlights (2/3)
• Introduction: What is Human-Computer Interaction? Low-fidelity prototyping
• User Experience (UX) Design
• Interaction & Interfaces
• Data Gathering & Analysis
• Empirical Methods
• Cognitive Aspects, Design & Prototyping
• Accessibility
Information Visualization Design High-fidelity prototyping
• Life Logging
• Evaluation (Fitts’ Law, Hick’s Law)
• Machine Learning (ML) and Recommender Systems (RecSys)
• Virtual and Augmented Reality (AR/VR)
11
Course Schedule: Highlights (3/3)
Remote Drone Control
• Introduction: What is Human-Computer Interaction?
• User Experience (UX) Design
• Interaction & Interfaces
• Data Gathering & Analysis
• Empirical Methods
Graphical (GUI) and Tangible (TUI)
• Cognitive Aspects, Design & Prototyping
Frameworks
• Accessibility
• Life Logging VR, handhelds, science exploration
• Evaluation (Fitts’ Law, Hick’s Law)
• Machine Learning (ML) and Recommender Systems (RecSys)
• Virtual and Augmented Reality (AR/VR)
12
Course Specifics
13
People (1/2)
Teachers:
• A few more people are listed in the course plan; names will be updated according to situation
14
About teachers: Floris van den Oever
• Born in The Netherlands
• Bachelors: Applied Psychology,
Fontys University of Applied
Science, Eindhoven, The
Netherlands(2015)
• Master’s: Human Factors and
Engineering Psychology with an
Honours Track in Design, University
of Twente, Enschede, The
Netherlands (2019)
• Human Factors researcher at the
Royal Dutch Aerospace Centre
(2019-2021)
• PhD on Using Augmented Reality to
Facilitate Maritime Collaboration
(2021 – 2025)
22.08.23 15
About teachers: Morten Fjeld
• Born in Bergen, Swiss and Norwegian citizen, live in Bergen/Gothenburg
• Ecole Polytechnique Grenoble, ENSIMAG (1989)
• NTNU, Norway, Applied Mathematics (1990)
• ETH Z, PhD in Human-Computer Interaction (2001)
• ETH Medal (2002)
• Since 2004 at CSE, Chalmers
• Visiting teacher & researcher at Univ. of Zurich (2008),
NUS Singapore (2011), University of Bergen (2016),
Tohoku University (2016 and 2017), ETH Zurich (2019-2020)
• Full professor at University of Bergen (2020 - )
22.08.23 16
About teachers: Kazuyuki Fujita
https://kazuyukifujita.github.io
22.08.23 17
People (3/3)
18
People (3/3)
Course representatives:
– Course participant 1 (UiB student, compulsory course)
– Course participant 2 (UiB student, elective course)
– Course participant 3 (UiB student, from Informatikk)
– Course participant 4 (exchange student)
Other resources:
– Research Methods on Human Computer
Interaction, 3rd Edition. Authors: Lazar, Feng,
Hochheiser (2017).
21
Course outline (textbook chapters: 6th edition)
6th Edition
22
Seminars
– Registration has opened on Mitt.UiB
– Groups are led by the teaching assistants; instructions for changing group will follow
– 14 seminars
– Semester assignment groups are formed within lab groups
– Chance to receive some guidance on your projects
– Presentation of compulsory assignments
– 80% attendance mandatory, that is, at least 11 seminars
– If you are unable to attend you may be excused
if you have a valid doctor’s note;
please contact t.b.d., subject:
– If you have any question about labs in general,
please contact t.b.d., subject:
23
Compulsory assignments
– 4 compulsory assignments
– Completed by groups of 3 (same group as the semester assignment)
– Register your group on Mitt.UiB under «People»
– Must be submitted at course web and must be accepted to qualify for exam
– Must be orally presented by your group at your lab group
– May contribute to your semester assignment
– Graded with pass/fail. Don’t count to final grade but must be done to do exam
24
Semester assignment, grading
– Interaction design project:
25
Answering questions from students to teachers:
We will typically answer questions with interest
for more than one student at the course web;
using the announcements.
26
Introduction to Interaction Design
27
History of interactive (enterprise) technology
https://infostory.com/2013/09/15/timeline-of-enterprise-technology/
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Colossus (1943-1945) ENIAC (1943)
30
SketchPad (1962)
by Ivan Sutherland
31
Xerox Star (1981)
32
Microsoft 1.0 (1985)
33
We live in a world with different interactive products
34
How do you optimize the users’ interactions with
a system, an environment or a product?
– Considering what might help people with the way they currently do things
– Listening to what people want and getting them involved in the design
36
Interaction design is (3/3)
38
Human Computer Interaction (HCI) is (1/3)
39
HCI is about... (2/3)
– Understanding users
– Understanding user’s tasks
– Understanding the surrounding environment
– GUI requirements gathering and analysis
– Design prototype
– Evaluate system
40
HCI is... (3/3)
41
User experience (UX) (1/6)
The user experience is the
level of satisfaction that your
system provides to every user.
42
UX (2/6)
How people feel about a product and their pleasure and satisfaction when using
it, looking at it (…) [including] their overall impression of how good it is to use (…)
43
UX (3/6)
Evaluate how users feel about a system, looking at;
– ease of use,
– perception of the value of the system,
– utility,
– efficiency in performing tasks and so forth,
44
User experience honeycomb (6/6)
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trustworthy 46
Accessibility
– refers to the degree to which an interactive product is accessible by as many
people as possible.
– a focus is on people with disabilities, but also on low-age (children) and high-age
47
From Usability goals to User experience goals
48
Usability (1/8)
“the extent to which a product can be used by specified users to achieve specified
goals with effectiveness, efficiency and satisfaction in a specified context of use.”
(ISO 9241-151)
49
Usability (2/8)
According to Jakob Nielsen, usability is defined by 5 quality components:
1. Learnability
2. Efficiency
3. Memorability
4. Errors
5. Satisfaction
Jakob Nielsen
50
Usability (3/8) - why users leave?
If;
– they are forced to register,
– they face with bad navigation,
– they face long check-out process,
– they face long form filling,
– there is lack of information in the interface,
– there is long loading times,
– they face suddenly appearing pop-up messages or pop-up videos,
51
Usability – keep in mind (4/8)
– Use usability guidelines but do not rely only them – always test with users.
– Ensure that the sequences of actions to achieve a task are as simple as possible.
52
Usability – keep in mind (5/8)
– Ensure that the user can always get out, go back or undo an action.
53
Usability – keep in mind (6/8)
– Ensure that the UI’s appearance is uncluttered.
Desirable aspects;
Satisfying, helpful, fun, enjoyable, motivating, provocative, engaging, challenging,
surprising, pleasurable, enhancing sociability, rewarding, exciting, supporting
creativity, emotionally fulfilling, entertaining, cognitively stimulating
Undesirable aspects;
Boring, unpleasant, frustrating, patronizing, making one feel guilty, making one feel
stupid, annoying, cutesy, childish, gimmicky
56
User experience of public transportation (1/2)
57
http://arj.nvg.org/dagens-ord/forklaring.html, Word of the day, sometimes 1999.
User experience of public transportation (2/2)
https://www.youtube.com/shorts/rmfpAg74ceY https://www.youtube.com/watch?v=SWf2xGqaH8U
58
How do we create usable designs?
59
Norman’s design principles (5 of 7)
– Visibility
– Feedback
– Constraints
– Consistency
– Affordance
60
– Visibility
– Feedback
Visibility – Constraints
– Consistency
– Affordance
61
– Visibility
– Feedback
Feedback – Constraints
– Consistency
– Affordance
62
– Visibility
– Feedback
Constraints – Constraints
– Consistency
– Affordance
63
– Visibility
– Feedback
Consistency – Constraints
– Consistency
– Affordance
64
– Visibility
– Feedback
Affordances – Constraints
– Consistency
– Affordance
Affordances – Constraints
– Consistency
– Affordance
66
– Visibility
– Feedback
– Explicit (perceived)
– False
– Hidden
67
– Visibility
– Feedback
68
Norman’s design principles (5 of 7)
– Visibility
– Feedback
– Constraints
– Consistency
– Affordance
69
The importance of such principles are seen in many examples
https://www.youtube.com/watch?v=pQHX-SjgQvQ – Visibility
– Feedback
– Constraints
– Consistency
– Affordance
Which
principles play
a role in this
example?
70
User centered design
71
User-centered design
73
User-centered design activities
74
User-centered design: It is iterative
75
Experience a user study; as participant, get paid (200 NOK)
https://mitt.uib.no/courses/41598/discussion_topics/378242 76
Examples of Specific User Interfaces
“Persistent Challenges”
in HCI or UI Design
77
Mathematics also has
persistent problems;
they are called
Hilbert Problems
https://en.wikipedia.org/wiki/Hilbert%27s_problems
78
Problem: How to present complex,
dynamic (3D) data on 2D surfaces?
79
Issues of reach within collaboration around large
displays
Problem: How to reach and interact
with data far away?
Ortholumen, t2i Lab, Chalmers, 2007, Tommaso Piazza
82
The role of user interfaces in our lives (2021)
83
The role of user interfaces in our lives
How Nissan shifted focus from innovation to other goals, read the
story about Carlos Ghosn:
Person: https://en.wikipedia.org/wiki/Carlos_Ghosn
Case study: https://oneplm.com/case-studies/nissan/
Today: https://usa.nissannews.com/en-US/releases/release-0f1f4ed24f506b7f80391279121050db- 84
nissan-unveils-ambition-2030-vision-to-empower-mobility-and-beyond#. Rowan Atkinson (2020): film not yet produced
The role of user interfaces in our lives
– text How to make two or more
Problem:
devices become smart together?
85
DynamicDuo, 2008:
Making tablets and phones interact
https://m.tagesanzeiger.ch/articles/11016672 88
DynamicDuo, t2i Lab, Chalmers, 2011, Tommaso Piazza (2.40)
Full system demo: https://www.dropbox.com/s/bbfo1sj1sleq2g2/DynamicDuo.mp4?dl=0
Paper: https://nus-hci.org/wp-content/uploads/publications/2013/Piazza%20et%20al.%20-%202013%20- 89
%20Holy%20smartphones%20and%20tablets,%20Batman!%20mobile%20inte.pdf
Application sharing, e.g. DeepShot (2011):
Problem: How to make two or more
devices become smart together?
https://www.youtube.com/watch?v=odjSlKO0YsY
Chang, T.-H. and Li, Y. (2011) Deep shot: a framework for migrating tasks across devices using mobile phone cameras. In
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, pp. 2163–2172.
90
Application sharing, e.g. CapCam (2016):
Problem: How to make two or more
devices become smart together?
Xiao, R., Hudson, S. and Harrison, C. (2016) Capcam: enabling rapid, ad-hoc, position-tracked interactions between
91
devices.
In Proceedings of the International Conference on Interactive Surfaces and Spaces, ACM, New York, NY, USA, pp. 169–178.
CamCutter: Impromptu Vision-Based
Cross-Device Application Sharing
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035 92
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
CamCutter: Impromptu Vision-Based
Cross-Device Application Sharing
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035 93
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
Takuma Hagiwara, Kazuki Takashima, Morten Fjeld, Yoshifumi Kitamura, CamCutter: Impromptu Vision-Based Cross-Device
Application Sharing, Interacting with Computers, , iwz035, https://doi.org/10.1093/iwcomp/iwz035
94
PDF: https://www.dropbox.com/s/xfq99q84xp6ao9s/CamCutter_IWC_2019.pdf?dl=0.
Textbook: Activity 1.2, p. 14
Handoff by Apple works
between spatially close iOS
devices and OSX devices
signed into the same iCloud
account. Each device must
have Bluetooth turned on
and be connected to the
same Wi-Fi network. A user
opens and starts a task with
a compatible app, like Mail or
Pages, and can then switch
to a nearby device. On the
nearby device, which must
be locked, the user logs in Apple Handoff:
and picks up where s/he https://support.apple.com/guide/mac-help/hand-off-between-devices-mchl732d3c0a/mac
hadleft off. …. ease-of-use?
95
Bonus Activity this fall
96
Bonus Activity this fall
97
Different kind of knowledge and skills