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Human Factors in HCI Design

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<strong>Human</strong> <strong>Factors</strong> <strong>in</strong> <strong>HCI</strong> <strong>Design</strong><br />

Cham, Tat-Jen Tat Jen<br />

Associate Professor / SMA-CS SMA CS Fellow<br />

School of Computer Eng<strong>in</strong>eer<strong>in</strong>g<br />

Nanyang Technological University<br />

http://www.ntu.edu.sg/home/astjcham


Pervasive Comput<strong>in</strong>g:<br />

Technology-Centric Technology Centric View<br />

Python-GTK<br />

3G<br />

Wi-Fi<br />

iPAQs /<br />

handhelds<br />

Glade<br />

Mixed-reality<br />

systems<br />

Bluetooth<br />

seamless<br />

handover<br />

L<strong>in</strong>ux<br />

Projection /<br />

OLED<br />

displays<br />

Grid comput<strong>in</strong>g<br />

Security /<br />

data protection<br />

SMA5508 /<br />

MIT6.893<br />

Student<br />

Bayesian<br />

networks<br />

Intelligent<br />

agents<br />

Smart<br />

rooms<br />

Speech recognition<br />

[speaker (<strong>in</strong>)dependent,<br />

isolated vs cont<strong>in</strong>uous speech,<br />

HMMs]<br />

Haptic Interfaces<br />

[force-feedback mechanisms]<br />

Computer vision<br />

[which really has noth<strong>in</strong>g to do<br />

with user’s visual system]


Pervasive Comput<strong>in</strong>g:<br />

<strong>Human</strong>-Centric <strong>Human</strong> Centric View<br />

Isn’t that football<br />

game on now? I’d<br />

love to watch it<br />

I’d really like to have a<br />

face-to-face conversation<br />

with Sarah <strong>in</strong> Europe, now<br />

When is my next<br />

appo<strong>in</strong>tment with John?<br />

Smith /<br />

Lim<br />

What’s the fastest way<br />

home to get out of this<br />

traffic jam?<br />

What are recent statistics of<br />

patients with the symptoms<br />

of Bob here?<br />

Heck, the pilot’s down with<br />

food poison<strong>in</strong>g. How can I<br />

land this plane?!


<strong>Human</strong>-Computer <strong>Human</strong> Computer Interfac<strong>in</strong>g<br />

Semantic Interface<br />

dataflow, scientific visualization, f<strong>in</strong>ancial<br />

account<strong>in</strong>g, remote communication<br />

Syntactic Interface<br />

shell commands + arguments, menus, icons,<br />

keyboard shortcuts, drag-n-drop, speech,<br />

gestures, handwrit<strong>in</strong>g<br />

Physical Interface<br />

keyboards, mice, display, stylus,<br />

device form factors, microphone


History of Computers<br />

Not the usual stuff<br />

Number of transistors<br />

Faster speeds<br />

Smaller sizes<br />

Power efficiency<br />

What about the user <strong>in</strong>terfaces…<br />

<strong>in</strong>terfaces


History: Physical Interfac<strong>in</strong>g 1<br />

Abacus – 3000 BC<br />

Pascalene – 1642<br />

Babbage Difference Eng<strong>in</strong>e – 1832


History: Physical Interfac<strong>in</strong>g 2<br />

ENIAC – 1946<br />

IBM 650 – 1953<br />

DEC PDP-1 – 1960


History: Physical Interfac<strong>in</strong>g 3<br />

Engelbart’s Workstation – 1966<br />

TRS-80 / Apple II– 1978<br />

IBM PC – 1981<br />

Xerox Star -- 1979<br />

Mac<strong>in</strong>tosh – 1985<br />

New iMac – 2001


History: Syntactic Interfac<strong>in</strong>g 1


History: Syntactic Interfac<strong>in</strong>g 2


History: Semantic Interfac<strong>in</strong>g<br />

VisiCalc MS Excel<br />

Quicken<br />

Matlab


The Attention Divide<br />

Early Era<br />

Mid Era<br />

Late Era<br />

Future?<br />

Mach<strong>in</strong>e Operation<br />

Software Manipulation<br />

Task Completion<br />

Mach<strong>in</strong>e Operation<br />

Software Manipulation<br />

Task Completion<br />

Mach<strong>in</strong>e Operation<br />

Software Manipulation<br />

Task Completion<br />

Mach<strong>in</strong>e Operation<br />

Software Manipulation<br />

Task Completion<br />

Enjoy<strong>in</strong>g Life


<strong>HCI</strong> <strong>Design</strong> – Involv<strong>in</strong>g the User<br />

Difficult to def<strong>in</strong>e <strong>HCI</strong> requirements specifications<br />

before-hand<br />

before hand<br />

Even harder <strong>in</strong> the pervasive comput<strong>in</strong>g era<br />

Iterative rather than open-loop open loop development<br />

process<br />

e.g. Star Model (Hartson ( Hartson & Hix, Hix,<br />

1989) c.f. Waterfall Model<br />

Prototyp<strong>in</strong>g<br />

Prototyp<strong>in</strong>g<br />

Implementation<br />

Implementation<br />

Evaluation<br />

Evaluation<br />

Conceptual<br />

Conceptual<br />

/<br />

/<br />

formal<br />

formal<br />

design<br />

design<br />

Task<br />

Task<br />

/<br />

/<br />

functional<br />

functional<br />

analysis<br />

analysis<br />

Requirements<br />

Requirements<br />

specification<br />

specification


<strong>HCI</strong> <strong>Design</strong> Guidel<strong>in</strong>es<br />

Reflexive (Motor-Sensory)<br />

(Motor Sensory)<br />

M<strong>in</strong>imize bra<strong>in</strong> cycles needed to use the<br />

<strong>in</strong>terface (“muscle ( muscle memory”)<br />

memory<br />

Cognitive<br />

Allows users to harness <strong>in</strong>tuitive,<br />

problem-solv<strong>in</strong>g problem solv<strong>in</strong>g skills<br />

Social / Organizational<br />

Meet requirements for multi-person<br />

multi person<br />

<strong>in</strong>teraction


Reflexive Considerations<br />

Intuition versus learn<strong>in</strong>g<br />

simplicity versus completeness<br />

/ efficiency?<br />

Accuracy-speed Accuracy speed tradeoff<br />

ROC curve<br />

User feedback<br />

visual, aural, tactile<br />

Motor-sensory Motor sensory channel<br />

separation<br />

e.g. is gaze cursor control a<br />

good <strong>in</strong>terface?<br />

Ergonomics<br />

M<strong>in</strong>imize physical stra<strong>in</strong> on<br />

users<br />

www.5dt.com<br />

Twiddler<br />

HP Tablet PC<br />

www.eyegaze.com


Reflexive Performance Studies:<br />

Evaluation and Model<strong>in</strong>g<br />

Evaluations are typically based on tim<strong>in</strong>g<br />

experiments<br />

Keystroke-Level Keystroke Level Model<br />

Card, Moran & Newell 1980<br />

Task time = Σ (unit tasks time)<br />

Unit tasks: Keystrok<strong>in</strong>g, Keystrok<strong>in</strong>g,<br />

Po<strong>in</strong>t<strong>in</strong>g,<br />

Hom<strong>in</strong>g, Draw<strong>in</strong>g, Mental, Response<br />

Modified Fitts’ Fitts Law<br />

Applicable to po<strong>in</strong>t<strong>in</strong>g tasks<br />

movement ⎛ distance ⎞<br />

⎜<br />

⎟<br />

time<br />

= a + b log2<br />

+ 1<br />

⎝ target width<br />

⎠<br />

Steer<strong>in</strong>g Law (Accot Accot & Zhai 1997) 1997<br />

Navigation of menus<br />

Images from Buxton 2003


Cognitive Considerations<br />

Metaphors<br />

Info visualization<br />

Visual programm<strong>in</strong>g<br />

Anthropomorphism<br />

Cognitive load<br />

Fatigue, stress of task<br />

automation vs user choice<br />

Focus of attention<br />

multi-task<strong>in</strong>g<br />

multi task<strong>in</strong>g<br />

how easy is it to return to<br />

a suspended task?<br />

User Model<strong>in</strong>g<br />

Interfaces tailored to<br />

<strong>in</strong>dividuals<br />

Khoros – Cantata<br />

MSR data mounta<strong>in</strong><br />

HP CRL –<br />

Smart Kiosk


Social and Organizational<br />

Considerations<br />

Synchronized experience<br />

Massive multiplayer games<br />

‘<strong>in</strong>stant <strong>in</strong>stant’ messag<strong>in</strong>g, but typ<strong>in</strong>g<br />

latency?<br />

Organizational order<br />

Onl<strong>in</strong>e roles and process flow<br />

e.g. teach<strong>in</strong>g groupware have<br />

onl<strong>in</strong>e roles for <strong>in</strong>structors, TAs<br />

and students<br />

Social norms<br />

privacy<br />

<strong>in</strong>stant messag<strong>in</strong>g – should onl<strong>in</strong>e<br />

state be revealed?<br />

what should default umasks be?<br />

etiquette<br />

tak<strong>in</strong>g turns dur<strong>in</strong>g tele-<br />

collaboration<br />

smileys – better or worse?<br />

America’s Army


Prototyp<strong>in</strong>g and Evaluation<br />

Wizard of Oz Prototyp<strong>in</strong>g<br />

<strong>Human</strong> `wizard’ `wizard to simulate<br />

mach<strong>in</strong>e <strong>in</strong>teraction<br />

Faster prototyp<strong>in</strong>g<br />

elim<strong>in</strong>ates programm<strong>in</strong>g<br />

overhead<br />

Usability Studies<br />

Task completion time, # errors / task,<br />

learn<strong>in</strong>g curve, function frequency<br />

distribution<br />

User satisfaction and feedback<br />

Physiological measurements?


Future Challenges<br />

As computers and comput<strong>in</strong>g<br />

become pervasive…<br />

pervasive<br />

what are the best <strong>in</strong>terfaces?<br />

how do we effectively move beyond<br />

keyboards, mice, screens, WIMP?<br />

Should we?<br />

Interfaces that<br />

comb<strong>in</strong>e cool technology, and<br />

satisfy human-centric human centric demands


References<br />

Bill Buxton, Less is More (More or Less), Less) , 2001<br />

http://www.billbuxton.com/LessIsMore.html<br />

J. Preece, Preece,<br />

Y. Rogers, H. Sharp, D. Benyon, Benyon,<br />

S.<br />

Holland, T. Carey, <strong>Human</strong>-Computer <strong>Human</strong> Computer Interaction,<br />

Interaction,<br />

Addison-Wesley, Addison Wesley, 1994<br />

Marc Rettig, Rettig,<br />

Interaction <strong>Design</strong> History <strong>in</strong> a Teeny<br />

Little Nutshell, Nutshell,<br />

2003<br />

http://www.marcrettig.com/writ<strong>in</strong>gs/rettig.<strong>in</strong>teractionDe<br />

signHistory.2.03.pdf<br />

CHI – ACM SIGCHI Conference on <strong>Human</strong> <strong>Factors</strong><br />

<strong>in</strong> Comput<strong>in</strong>g Systems

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